I'm assuming you're talking about anti-aliasing:
This can be turned on in the User Preferences (found in the File menu), in the System tab:
You may need to click Save User Settings at the bottom left and restart Blender to see any effect.
Warning, on some systems (NVidia specifically) this can cause editmode vert/edge/face selection to fail. (This is an ...
Note: This answer is for 2.79 only. For 2.8+ you will have to look at some of the other answers.
The simplest way to render an object that has no faces is to change the material type in the internal renderer to a 'Wire' material:
The mesh on the left, when rendered, looks like the image on the right:
I also changed it to be 'Shadeless' in the shading ...
Add the Wireframe modifier and adjust the Thickness value.
Now set up the World's color to black and make the wire look brighter (replace Diffuse with an Emission shader). You may also increase its Strenght value to 2.000 or 3.000 if it isn't bright enough.
To vary between the smooth wireframe object and the polygonal wireframe object place the Subdivision ...
There are several ways to do this:
In edit mode, select all and press CtrlE> Mark Freestyle edge
Enable Freestyle in Render settings:
Enable Edge mark in Render layers > Freestyle line set > Edge types:
Another way is to use a wireframe material as described in this tutorial:
Add a material and select ...
As of this commit (will be in 2.72), freestyle is now natively supported in cycles.
This means that you can set up the freestyle lines how you would in BI, then render them straight in cycles:
Select your object and enter edit mode (Tab)
Mark everything as a freestyle edge by selecting everything (A) and pressing CtrlE> Mark Freestyle edge:
It seems as if freestyle doesn't care for wireframe meshes. Even faces aren't recognized if they have 0 surface area (edge extruded and escaped).
If you want to achieve that effect with freestyle then assign a material to your mesh (with faces) that has Z Transparency enabled. Alpha and Specularity should be set to 0.0.
To make the flat edgelines visible ...
For the sake of completeness, there is also the possibility to use the skin modifier.
It removes faces (if present) from your mesh and builds tubes intersecting at all vertices.
Below a screenshow showing original mesh (manually deleted faces), with skin modifier and last with skin modifier and subdivision modifier.
You can scale the tubing thickness at ...
In the object properties there is an option called maximum draw type. Set this to wire. It will display the object as wire like the wire view mode, although a handful of things are different regarding selection in edit mode and such.
If you want to select the object like in wireframe mode as well, you can turn off limit selection to visible:
To get direct node access to the output of the Dynamic Paint you need to use the Paint Surface Type in the Dynamic Paint Advanced properties (in your example you appear to be using Weight). For 'Paint' surfaces the Dynamic Paint Output can be set to output to a Color Map Paintmap layer and this can then be accessed in the material nodes via an Attribute node ...
As of yet it hasn't been implemented. Although there was no specific mention of improving the wireframe node, Thomas Dinges is working on some Cycles things this GSoC. I think it's just a matter of time before he, or another developer, gets to it.
Yes this is possible, the wire-frame tool has a Crease toggle, that gives a nicer result when the subsurf modifier is applied.
With Crease option enabled (right).
there is a bug in 2.68a, where this option only works if creases were already added to the mesh. Fixed in trunk (available in any builds newer than r60061 and will be in 2.69).
In settings under system there is an option called "Virtual Pixel Mode". Setting this to Double will increase the line width. It also increases the size of the the UI elements, but on a high DPI display that's probably not a bad thing.
Various aspects of a Freestyle Line Style can be given modifiers, including the Alpha of the stroke.
The modifiers available to Alpha include Distance From Object. (In this example, the blue empty):
Which, with settings like this:
Can get a result like this:
Incoming Blender 2.7 have the Wireframe modifier. The tool replaces the object of his wire. You can set thickness and different material for wires. Short tutorial (1:44) is here https://www.youtube.com/watch?v=ZgaFHDVFCMQ
You can use the Blender OpenGL viewport rendering for this.
Go to edit mode, activate edge-select and Z-Clipping:
Go to User Preferences, System, then disable all lights and make the final one black (color and specular, in my screenshot, only the specular ones are set to black).
Go to the Theme settings, 3D View and set selected edges to white and ...
In addition to Paul Gonet's answer, we now have the wireframe node in cycles (⇧ ShiftA>Input>Wireframe).
Using the pixel size checkbox, you can make the width of the wireframe remain constant no matter the camera position.
There are quite a few ways to accomplish this.
See this answer for details on setting up the wireframe.
Note that the Hidden Wire draw option can be useful for culling the wires on the back of the model without setting the color of the model to match the background.
See this answer for details on making the models in the viewport shadeless.
Some dirty ways
1) Inset faces
Here's a possible workaround based on Inset faces (Individually), Dissolve edges and Extrude (Vertex normals) . It won't give you perfect results, but maybe can help.
First step is select all, than press I twice and tune the inset amount.
Switch to vertex selection and invert selection. Store the selection in a vertex group....
Another option is to use an Image Empty for your reference image. Hit Shift+A > Empty > Image. Then go the empty's settings in the properties view and open the image you want to use. The empty will display the image no matter what viewport shading mode you are using.
What you want to achieve can perfectly be done in Blender but there's a few caveats and things to have in mind before proceeding.
The first one is you can't use the images directly to model, you have to convert them into something usable as actual geometry in Blender.
You can import you images in a variety of ways
As an empty Add > Empty Image
As a ...
It appears that you have enabled show weights under mesh display.
You can disable this in the properties panel while in edit mode by pressing N to open the properties panel, and locating Mesh Display and then unchecking the option.
Other blue lines can also be caused by having the sharp box ticked. Uncheck this if necessary too.
Scripting probably isn't a good option. That particular script just creates a bunch of cylinder objects and aligns them to approximate a tetrahedron. This isn't good topology and is most definitely not 3d-printable. To create a script that would actually do that, you would probably need to use the bmesh api.
This here isn't scripting, but is an easy way to ...
Here is the workflow I have discovered. It's all non-destructive so you can change things on the fly.
(I'm using 2.8 Beta, but this should work in earlier versions too.)
There are 3 modifiers you need to add to your object: Wireframe, Bevel, and Subdivision-Surface.
Go to the Modifier Panel
Add Wireframe Modifier
Set the Thickness to 0.5m or something so ...
This can also be done by converting to a curve:
In Tab Edit mode, A select all, Delete> Only faces.
AltC> Convert to curve from mesh
In Object Data > Shape set Fill to Full
Set the Depth and Resolution in Object Data > Geometry > Bevel
Pros: Allows good control over the shape and size of the bars, using bevel objects
Cons: Results in disconnected topology
Rendering curved wireframes:
You can either use freestyle or a wireframe material, see Rendering with wireframe.
If you use a wireframe material, make sure Optimal display is enabled on the modifier, otherwise all the edges generated by the subserf will be rendered as wires (they won't be curved).
To do this in cycles, you could use ...
It isn't necessary to use python, you can use Boolean modifiers to do this.
Add a boolean modifier to one of the spheres for every other sphere which intersects with it:
Then apply all the modifiers either by click apply for each one, or by pressing ⎇ AltC > Convert to mesh.