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View Full Version : XSI hair in 6.0: Density map use and how to symmetrize hair to the other side?


Jinian
05-20-2007, 05:43 PM
I'd just like to ask if anyone knows how to use a density map for hair in Xsi 6.0. What i mean is how you can just paint and weight map on the mesh and then hair will grow out of it with a fade effect that corresponds to the percentage of weight painted. Can anyone give me a step-by-step process to this?

Also, is there a way i can symmetrize hair to the other side of the mesh after adjusting and tweaking it to finish. I find if i duplicate my hair, i have to scale it -1 in the pose constraint node. What happens is it does go to the other side, but the hair no longer has a relationship with the mesh, so when the mesh deforms, the hair doesn't.

JamesMK
05-20-2007, 09:03 PM
As far as the density mapping goes:

Paint a CAV map on your mesh, transfer it to the hair object, assign the transfered map to the density property (hair PPG, effects section, the very last thing below the 'thickness' attributes).

For a more detailed explanation, RTFM by searching the docs for "changing the length of render hairs" which describes pretty much the same workflow.

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05-20-2007, 09:03 PM
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