Rendering Elegant Wireframes with the Mental Ray Contour Shader
This demo is a short look at how you can use the Mental Ray contour shader (as an alternative to the Maya Vector Renderer) to create elegant looking wireframe renders for your models. Great for showing off your topology on reels, or for critiques.
STEP 1:
Here's the Maya scene file, just so you get an idea of the toplogy and model in place. This model is a demo file, courtesy of Pixologic, makers of Zbrush.
The Material assigned is a simple Blinn, although any of the standard Maya materials will do nicely. I have the color and diffuse pretty bright, with even a hint of ambient color added as well. There are no lights in the scene, and I'm not rendering with any GI, FG, IP, AO, IBL, or HDRI, although I could. I have selected my camera, gone into the attribute editor, and altered the Background Enviornment Color as well to a light gray.
STEP 2:

Here you see that I have gone into my Blinn Material's Shading Group node and entered the Contours tab. I have turned on "Enable Contour Rendering" here in the shader. I have left the Alpha at 1.00, an the width I have set to 0.05 for now. Before we render, we will have to establish similar settings in our Render Settings Window.
STEP 3:
Here you can see I have gone into the Render Settings Window. In the Features Tab (Maya 2009+) I have enabled Contour Rendering. I have left the Oversample at 1 and the Filter type to BOX for now. Since I want to show the wireframe of the model's topology, I have checked "Draw by Property Difference": "Around all poly faces".
STEP 4:
When I render, notice how crappy-jagged the wireframe is! Lets fix this. Up the Over-Sample to 3, and set the filter to Gaussian:
render again. Much smoother looking now! Compare (new on left):
We are now essentially done. Take a look at step 5 and 6 for more options.
STEP 5:
Lets tweak some more settings. If I turn down the alpha (in the shading group) and up the width, I can make it look like crap!!! Wide lines look stupid.
STEP 6:
If I want to composite this with another render, I might want to remove the shading: