Create Ptex-based maps to control attributes values based on color values and textures.
When you save the painted map to an attribute, such as Length, Width, or Density, the map values scale the set attribute values based on color. For example creating a Ptex map for the Mask attribute, lets you paint out areas that you do not want primitives to generate. You can also use expressions to change how the Ptex map values affect primitives. See Work with Ptex maps and expressions.
For more information, see About controling primitives with Ptex maps.
To create a Ptex map to set modify an attribute
The Ptex file uses this name.
This sets the number of texels per-face the Ptex map will have. For higher resolution textures, use higher Map Resolution values.
When Start Color is Black, the initial map value is 0, which sets the attribute to 0.
The 3D Paint Tool window appears. You may need to click the icon in the Tool Box to open this window.
Painting white sets the map to 1.0. This scales the attribute values for primitives generated in the painted area by a factor of 1.
Maya converts the painted texture map to a Ptex file. A preview of the map's effect on the primitives displays in the scene view. If you do not see a preview, ensure that Update Preview Automatically is on.