Create hair, fur, or instance geometry by applying an XGen preset to your polygon mesh. Start hair and fur grooms with presets or use them to manage shot-based hair styles, landscapes, and environments. Presets are topology independent, so you can apply them to low and high resolution versions of your character mesh or to different mesh shapes.
Maya creates a new Description with the attribute, modifier, and guide settings specified by the preset file. If you apply a preset that contains Ptex-based mask and region maps, Maya creates a Ptex map expression with the necessary connections. You must repaint the map values on the preset's target mesh. See Repaint Ptex-based Region Maps and Masks below.
Presets that apply Ptex-based region maps or masks expose the map editing tool icons () beside the mapped attributes in the XGen Editor.
To repaint a Region Map or Mask
For example, click the Primitives tab to see mapped primitive attributes and region maps, and the Modifiers tab for modifier masks.
Since the preset already has a Ptex map expression, the target objects are flooded white for masks and red for region maps.
If there is a Ptex map assigned to the Region Mask, click and then select Reset to a slider from the menu that appears, and then set it to 1. You also need to repaint the this mask on the target surface.