Sphere attributes

 
 
 

Primitive Type

Controls the kind of primitive that the Description generates.

Splines

Spline primitives are curves made up of two or more segments. Use Splines for fur, simple stiff shapes, and complex ribbon shapes like long or curly hair.

Sphere

Sphere primitives define a sphere with controllable length, width, and depth.

Cards

Card primitives define a NURBS patch that is attached to the patch at the center.

Archive

Archive primitive use the generic attributes to instance Alembic-based geometry that is specified by an XGen archive (.xarc) file.

See Custom archive primitives.

Control using

Sets whether primitive Attributes or Guides control the grooming of the Description. (Groomable Splines are controlled by Attributes and image maps created by the grooming tools.

Guides

When selected, guides control the placement and shape of the primitives. Guides use an interpolation algorithm to calculate the placement and shape of associated primitives. See Guides.

Attributes

When selected, the groom is driven procedurally using attributes and expressions. No guides or guide interpolation is used to place or shape the resulting primitives. See Control primitives using attributes and expressions.

Length

Controls the height of each sphere from its base.

When Control using is set to Attribute, this value sets the primitive length. When Control using is set to Guides, Length scales primitive length based on the guide length.

Width

Controls the width of each sphere in one dimension (along the U tangent ).

When Control using is set to Attribute, this value sets the primitive width. When Control using is set to Guides, Width scales primitive width based on the guide width.

Depth

Controls the width of each sphere in the other dimension.

Tilt U

Tilts primitives away from the surface normal. 0 is no tilt, and 1.0 is a 90-degree tilt.

Tilt V

Tilts primitives away from the surface normal, but at right angles to Tilt U.

Twist

Rotates the sphere around its local normal vector. This vector is affected by Bump, Tilt U, Tilt V.

Tilt N

Magnifies how much the primitive tilts away from the surface normal by Tilt U and Tilt V. If Tilt U and Tilt V are 0, then Tilt N has no effect.

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