You can create hair and fur clumps maps using the Clumping modifier. Clumping modifiers lets you generate regions on the surface that pull spline tips together to form clumps. This effect reproduces the natural clumping effect of real hair. You can also use it to gather splines for grass clumps in landscape scenes.
Use these methods to set the strength of the clump, noise, and more.
The Generate Clumping Maps window appears.
After creating the point map that specifies the location of the clumping guides, you specify how to you want to map the clumping regions around the guides. You do this in the Maps section of the Generate Clumping Map window.
After creating the point map that specifies the location of the clumping guides, you specify how to you want to map the clumping regions around the guides.
XGen automatically sets up Control Maps if the Description is using a Region Map and its Region Mask is set to a value greater than 0 (meaning that the Region Map is being used). This ensures that the clump maps you create respect the region boundaries defined by the Region Map.
Any subsequent Clumping modifier added to the Description uses the previous Clumping module's maps as control maps to maintain boundaries between regions and clumps. If you create a Region Map for the Description after setting up a Clumping modifier, you need to rebuild all clumping maps, starting with the first one in the Modifiers list, so that the new region boundaries are used by the clumping maps.
You setup the Control Maps in the Maps section of the Generate Clumping Map window (see Generate Maps window).
This randomizes the radius of the clumps.
This ensures that the clumping guides respect the boundaries defined by the Region Map of the current Description.
Sets the texel resolution of the Ptex clumping map.
To further refine your hair or fur, you can add a second Clumping modifier to your groom. A second Clumping modifier generates its clumps inside the areas defined by the first Clumping modifier, creating a combined clumping effect.
When you create a second modifier, note the following:
For example if you set the Points Density of the first Clumping modifier to 5, set the Points Density of the second Clumping modifier to 10 or higher and use the prior clump modifiers' maps as a control. This ensures that the new clump regions and guides reside within the prior clump's regions. If this option is not used, the primitives may instead be influenced by clump guides in more distant regions, creating undesired results.