Create a PTEX map to control primitive attributes

 
 
 

You can create a PTEX map to control primitive attribute values, including a Mask for Density or Modifiers. You can also use PTEX maps to create a Region Map, which lets you control how guides interpolate primitive location and shape.

See Control primitives with PTEX maps and Region maps and masks.

To create a PTEX map

  1. Do one of the following:
    • To create a map for an attribute or Mask, click the icon beside the attribute you want to control, and then select Create Map from the menu that appears.
    • To create a region map, click the icon beside Region Map , and then select Create Map.
  2. In the Create Map window, do the following:

    The 3D Paint Tool window appears. You may need to click the icon in the Tool Box to open this window.

  3. Select a Brush and Color then paint on the mesh.
    Note

    If you are painting a Region Map, Maya automatically sets the 3D Paint Tool options best suited for painting region maps:

    • Blend Mode: Constant

      Opacity:1.0

      Stylus Pressure: Off

    For other types of maps, if you paint with the Smear or Blur Paint Operations on, turn on Screen projection to avoid possible visible artifacts. You may want to change the following 3D Paint Tool settings before you begin painting:

  4. In the XGen Window, click the save icon beside the attribute you are painting.

    Maya converts the painted texture map to a PTEX file. A preview of the map's effect on the primitives displays in the scene view. If you do not see a preview, ensure that Update Preview Automatically is on.

  5. Click the icon to return to the 3D Paint Tool to continue painting your PTEX map, then click to save and preview your changes.

After creating a PTEX map, you can use the values it generates to drive an expression or use an expression to modulate the PTEX map values. Click the to see the expression created by the PTEX map in the XGen Expression Editor.

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