Base Maps

发布于:2024-09-04


Operation Instructions:

Using a texture map to represent different hair effects on a plane. The texture map includes:

  • Length, thickness, bend, density, gravity, and curl distribution, controlled by the brightness of the image.

  • Initial direction and bend direction, controlled by the RGB values of the image (usually achieved through normal maps).

Length Map: Use the brightness of the texture map to control the length of the hair. Areas in black will have their length multiplied by 0, while areas in white will have their length multiplied by 1.

Thickness Map: Use the brightness of the texture map to control the thickness of the hair. Areas in black will have their thickness multiplied by 0, while areas in white will have their thickness multiplied by 1.

Bend Map: Use the brightness of the texture map to control the curvature of the hair. Areas in black will have their curvature multiplied by 0, while areas in white will have their curvature multiplied by 1.

Density Map: Utilize the brightness of the texture map to regulate the density of the hair. In areas of black, the density value will be multiplied by 0, whereas in areas of white, the density value will be multiplied by 1.

Gravity Map: Utilize the brightness of the texture map to control the gravity effect on the hair. In areas of black, the gravity value will be multiplied by 0, whereas in areas of white, the gravity value will be multiplied by 1.

Curl Map: Use the brightness of the texture map to control the curl effect (radius and quantity) of the hair. In areas of black, the curl values (radius and quantity) will be multiplied by 0, whereas in areas of white, the curl values (radius and quantity) will be multiplied by 1.

Initial Direction Map: Utilize the normal map to control the initial direction of the hair starting from the root (the hair remains straight).

Bend Direction Map: Control the overall curvature direction of the normal map (excluding the root).


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