Attribute maps are represented by grayscales, with black representing a value of 0 and white representing a value of 1. When
you paint a fur attribute on a surface using the Artisan , Maya creates a map for the painted attribute and associates it with the fur description and the surface the fur description
is assigned to. These maps ensure that the attribute values you paint are applied to the surface every time you open the scene.
You can also import value maps for each attribute. Since you cannot paint color attributes on fur, mapping is a particularly
useful technique for applying multiple colors to fur, for example, leopard skin. You can create a color attribute map using
the and map it to the and attributes by dragging and dropping the switch nodes generated by the . For details, see Apply multiple textures to multi-surface objects . Because Fur can use only simple file texture maps, every texture you import must be “baked” to convert it to a file texture.
You can import and export maps in file formats supported by Maya.
Note
If a file texture is mapped to a fur description attribute and baked, Maya just reads from the image file and does not write
out anything. Only when procedural textures are mapped and baked, Maya writes an image file in the furAttrMap folder.
Find out how to:
Apply a single texture to objects
If you are mapping a single texture to a single surface or to a multi-surface object, use the following procedure.
To map a single texture to an attribute
- In the menu set select Fur > Edit Fur Description > FurDescriptionName, where is the name of the fur description you want to edit.
- Do one of the following:
- If you are mapping a texture to a color attribute, click the button beside the attribute in the . The window appears. In the right panel, click the texture you want to map (for example, for a ramp) and adjust the settings in the . (To map an existing file, click and select the file.)
- Right-click the attribute field and select . The window appears. In the right panel, click the texture you want to map (for example, for a ramp) and adjust the settings in the . (To map an existing file, click and select the file.)
- Create a texture in . Drag and drop the texture node onto the fur attribute you want to apply the texture to.
Note
The may open when you drag and drop a texture.
- If you are mapping to a color attribute, select as the and select the color attribute(s) you are mapping to as the .
- If you are mapping any other attribute, select as the and select the attribute(s) you are mapping to as the .
- In the , set to the attribute you are mapping to, or set it to to bake all mapped attributes.
Tip
If you have many surfaces, baking attributes may take longer. To save time, select the individual attribute you want to bake.
- Click the button. The fur feedback will not reflect the mapped attributes until you bake.
- If you edit the texture after baking, bake the texture again, or your changes will not take effect. The old texture will be
overwritten.
Apply multiple textures to multi-surface objects
Suppose you create a spotted color texture for a model of a leopard with a the and want to map it to the and attribute of the fur description attached to the leopard. Each surface making up the model has a separate file texture. To
map each file texture to the and you need a way to select the appropriate surfaces for the texture.
The following procedures describe the recommended methods of applying file textures to multi-surface objects.
For another method, see Use an alternate mapping method.
To apply multiple textures to attributes on multi-surface objects (in general)
- Create a material in . (For details, see Hypershade window.)
- Select all the surfaces and assign the material to them.
- Open the for the material.
- Click the button for the attribute. The window opens.
- In the window, under , click .
- In the right panel, click .
The attributes for the triple shading switch display in the .
- Under the section of the , click to add the surfaces assigned to the material to the shading switch.
- Map each surface to the appropriate texture, as follows:
- Under , click the surface name to select it.
- Click the button. The window appears.
- Click the texture you want to map (for example, for a ramp) and adjust the settings in the . (To map an existing file, click and select the file.)
- Select the tripleShadingSwitch node in to see it in the .
- Repeat step 8 for each surface.
- Select Fur > Edit Fur Description and then select the desired fur description to see its attributes in the .
- Drag and drop the triple switch node from onto the fur attribute in the you want to apply the texture to.
Note
The may open when you drag and drop a texture.
- If you are mapping to a color attribute, select as the and select the color attribute(s) you are mapping to as the .
- If you are mapping any other attribute, select as the and select the attribute(s) you are mapping to as the .
- In the , set to the attribute you are mapping to, or set it to to bake all mapped attributes.
If you have many surfaces, baking attributes may take longer. To save time, select the individual attribute you want to bake.
- Click the button. The fur feedback will not reflect the mapped attributes until you bake.
If you edit the texture after baking, bake the texture again, or your changes will not take effect. The old texture will be
overwritten.
To apply multiple textures to attributes on multi-surface objects (using the )
- Paint the Maya model using the . For information on using the , see Paint Textures on 3D objects.
- Exit the .
- Drag and drop the switch node from onto the fur attribute you want to apply the texture to.
Note
The may open when you drag and drop a texture.
- If you are mapping to a color attribute, select as the and select the color attribute(s) you are mapping to as the .
- If you are mapping any other non-color attribute, select as the and select the attribute(s) you are mapping to as the .
- In the , setto the attribute you are mapping to, or set it to to bake all mapped attributes.
If you have many surfaces, baking attributes may take longer. To save time, select the individual attribute you want to bake.
- Click the button. The fur feedback will not reflect the mapped attributes until you bake.
If you edit the texture after baking, bake the texture again, or your changes will not take effect. The old texture will be
overwritten.
Use an alternate mapping method
When you paint attributes using the Artisan or map file textures to attributes, the maps are listed under in thesection of the . You can also map attributes from here (file textures only), although you are more likely to use the method described under
Apply a single texture to objects or Apply multiple textures to multi-surface objects.
To map fur value attributes to a surface
- In the menu set select Fur > Edit Fur Description > , where is the name of the fur description you want to edit.
- In the field, select the surface(s) you want to map values to.
- In the section, go to the attribute you want to map values to (for example, ).
- Go to the section.
- Click . The dialog box opens.
- Select the value map you want to map to the selected surface and click . The Surface name and assigned map appear in the map list.
- Repeat steps 2 to 6 for each assigned surface you want to map values to.
To assign a different map to a mapped surface
- In the menu set select Fur > Edit Fur Description > , where is the name of the fur description you want to edit.
- In the section, go to the attribute you want to assign the maps for.
- Go to .
- Select the map you want to change.
- Click . The dialog box opens.
- Select the value map you want to map to the selected surface and click . The Surface name and assigned map appear in the map list.
Apply animated file textures to objects
Fur attributes can be mapped to animated file textures. Map the attribute in the normal way, animate the filename numbers
and then click .
You can apply a series of animated file textures to furry objects to make the fur appear animated. This is useful if you want
to animate a character starting with no fur and growing full fur, such as a person turning into a werewolf. For an example,
see Make fur spread using animated file textures.
For information on creating a series of animated file textures, see Make fur spread using animated file textures.
To apply animated file textures to an object
- Map the texture to the desired fur attribute.
- Right-click the attribute in the node and select .
- Select the texture and specify the first texture in your sequence, for example, growFur.1.iff.
- To animate the texture filename numbers automatically, turn on in the file node. This automatically sets keys for the file textures on a 1 to 1 basis. For more information about this option,
see Create an animated image file background.
- In the node, select the mapped attribute from the drop-down list and then click the button.
- Play the animation to see the animated fur.
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