The description_base node contains the attributes that control the generation and resolution of interactive groom splines on the surface of the bound mesh.
In the Node Editor, this node is named xgmSplineBase.
Hair density values are first generated locally on the faces of the bound mesh. Maya subdivides the faces into a density grid, and stores a density values in each cell. Density brush strokes set the density values in each cell as it moves across the surface of the mesh. You can set the granularity of the density grid by adjusting the Density Grid Settings.
These local density values are then scaled globally using the Density Multiplier attribute resulting in final hair density values.
Click this icon to activate the Density tool, which you can use to increase or decrease the number of hairs per-face as you paint on the surface of the mesh. You can scale the per-face density globally using the Density Multiplier attribute.
See Density and Place Brush Settings.
Set to Current Description to interpolate the shape of new hairs from surrounding hairs. Set to Interp Source to interpret the shape of the hairs from another description in the scene.
When you use Interp Source, you need to manually connect the input of this base node to the source description.
In the Node Editor, connect the Output Spline Data port of the source descriptionShape node to the Interp Source port of the target's description_base node.Click this icon to activate the Place tool, which lets you place individual hairs on the surface of the mesh using the brush.
Increase the number of CVs on the hairs if you have problems getting the desired shape as you groom.
Lets you control the resolution of the hair density grid that Maya assigns to the bound faces of the character mesh.