XGen interactive grooming Guide and Linear Wire modifier attributes

Use Guide and Linear Wire modifiers to shape and deform hair as well as to drive hair animations or simulations. Guide and Linear Wire modifiers can be used for same purposes. Guide modifiers provide additional control over hair shape using an interpolation method and region maps.

For more information and similarities and differences between these modifiers, see XGen interactive grooming modifiers.

Specific to the Guide modifier. Lets you control the range of influence that each guide has on surrounding hairs. Increasing this value enlarges the range-of-influence of each guide, causing their influence on hairs to be an average of neighboring guides.

Adjusting Blend helps control how the hairs are affected by guide shape, animation, and simulation when you use a Mask and the Magnitude Ramp.

Specific to the Linear Wire modifier. Sets the amount of control each wire has on each hair. When set to 0, hairs are controlled by the nearest wire. Setting the Smoothness to higher values blends the control influence between other wires. The Breakage attribute controls the falloff of the interpolation from the base to the tip.
Specific to the Linear Wire modifier. Controls the falloff of the interpolation by setting a falloff radius along the hairs from base to the tip.

When set to 0, the interpolation is applied smoothly from the base to the tip. Higher Breakage values increase the amount of influence at the tip, allowing the hairs to pull apart as the control wires separate.

Reference State
Specific to the Linear Wire modifier. Set the rest position of the curves used to animate the hairs.

Input Guide/Wire

Specific to the Guide and Linear Wire modifiers.

Clicking Create generates the guides/wires on the surface of the mesh. By default, the density of the guides is 10 percent of the hair density. This also creates a new node network for the guides and wires consisting the following:
  • inGuide, sub-description node derived from the main description node.
  • Sculpt modifier node that lets you sculpt the guides using the interactive groom tools.
  • Scale modifier node that lets you scale the length of the guides.
  • inGuide_base node, which controls the generation of the guides.
Use Selected Curve as Guide/Wire
Lets you convert selected Maya curves in the scene, from a referenced file, or from an Alembic cache file to guides/wires.
Make Guides/Wires Dynamic
Opens the Make Guides Dynamic Options window, which lets you turn on options for animating the guides/wires using the dynamic curves from an nHair system.

Region Control

Specific to Guide modifiers. Region Control attributes are available after the guides are created on the surface of the mesh object.

Use Region Map
Toggles the region map on and off.
Region Mask
Controls the effect of the Region Map. You can assign a painted texture or an existing texture file to this attribute to control where the region map has greater and lesser effect.

A value of 0.0 means the area should ignore region maps while a value of 1.0 means that the maps should be completely respected. Any value between 0.0 and 1.0 results in non-region guides being dampened by that amount. A Region Mask can be used to fade out the region control. This attribute acts as a multiplier on the Region Map effect.

For information about creating a mask for this attribute, see Work with masks.

Region Map
Region maps provide a way to override how the guides interpolate the placement and behavior of hairs. Typically, region maps divide the surface of the mesh into distinct regions based on different colors. The guides in each region only control the interpolation of the hairs within the same region. Create a region map by painting a texture file on the bound mesh surface or assigning an existing texture file to the mesh.

Region maps work best when you paint individual colors to define the regions on the mesh. Using a hard-edge brush ensures sharp boundaries between each region. For example, if you want to create a hair part on a scalp mesh, paint one side of the mesh blue and the other side red. The map forces primitives originating in red areas to ignore the guide interpolation in the blue areas and vise versa for primitives in the blue area.

For information about how region maps and guide interpolation, see Region maps and masks.