Consider these workflow tips when working with Clump
modifiers:
Use a
Density Mask to control the distribution of hair clumps on the surface of the mesh. You can then connect the same masking texture file to the Clump attribute to more accurately control magnitude of the hair clumps. See
Work with masks.
Move the
Clump modifier up or down in the modifier stack to get the best desired effect. For example, the hair clumping may look different depending on whether it comes before or after a
Noise or
Sculpting modifier.
To sculpt individual hair clumps, select them using the
Freeze tool, then turn on
Invert Frozen.
If you are not satisfied with the placement and appearance of the hair clumps, regenerate the clump points using a different seed value. To do this, in the
Clump Point attribute group, set
Seed to a new value.
To create secondary hair clumps, make sure that the
Map Subdivision Level Attribute value for the primary and secondary clumps are the same. An easy way to do this, is to duplicate the primary clump by right-clicking and selecting
Duplicate from the menu that appears.
Adjust the
Density value in the
Clump Points attribute group on the secondary
Clump modifier so that it is higher than the
Density value of the primary
Clump modifier. This ensures that the clumps from each secondary
Clump modifier reside within the map subdivisions of their respective primary
Clump modifiers. Otherwise, the secondary clumps can be influenced by points in other neighboring primary modifiers, creating undesired results.
If you see jagged artifacts in the hair clumps, increase the
Map Subdivision Level attribute in the
Clump Map attribute group. This increases the resolution of the clump map.
Create curls and coils in the hair
To create curls and coils in the hair, try starting with the following settings:
Increase the number of CV's on the hairs to a value between 24 and 36. To do this:
In the
Interactive Groom Editor, select the
description_base node.
In its
CV Settings attribute group, enter a value for
CV Count, and then click
Rebuild.
Use
Curl values greater than 1, and then use the
Curl Scale ramp to define the shape.
If needed, you can increase
Offset
to allow room between each clump for the curls or coils.
You can create a random expression to vary the direction of the curls. To do this:
Click the texture map icon
beside
Curl.
In the
Create Render Node window, and under
Maya, select
Utilities.
Select
Xgm Se Expr from the list.
An xgmSeExpr expression node is created and connected to the
Clump modifier node.
In the
xgmSeExp attributes, type a randomize expression beside
Expression.
For example,
rand(1,-1). You can also click
Open SeExpr Editor and type the expression into the editor.