Setting up hair in modo can be done with hair guides for something like a mohawk on a human. You can put fur material on an animal to create things like fur on a dog. But what if you wanted a very specific area to have fur and nothing else? How would do that? Well, what I have loaded here is a landscape from the Chapter 09 folder, and what we are going to do is paint a weight map on here. Now earlier in the course you used an Edge Weight on the Catmull-Clark, or the Pixar, subdivisions to change the slope of the curve. In this case, we are actually going to use the Weight tool.
So in order to set that up, what we are going to do is come to the Lists for the selected flat plane. We are going to open up the Weight Map. We are going to choose New Map, and we can call this grassyarea. It doesn't matter what it's called-- just something you're familiar with. Then we are going to choose Airbrush from the falloff, and then we are going to choose, from the Vertex map, Weight tool. And then for the Advanced OpenGL make sure you're in Vertex Map view, so you could see what you are doing. This puts more of a neutral color on here, so that you could see the red highlights representing the weight.
Over here you can see the Weight Map value set to 0%. Let's put this to about 30%. Right-mouse to create the size of the airbrush, and we are just going to kind click around like this. And I'll increase the Intensity a bit for a couple of different areas. And this is where the fur will be, these little spots. That's it; that's all I have to do. So I am going to save this now as landscapefur, so you can have both. Load up the landscape.
It's that empty object, and then here is the landscapefur. Let's jump over to the Render tab, and we'll zoom out just a little bit. So we've got a blank landscape. I will open up the Render, open up the Landscape > Material group, and with that, let's just give it, of course, just a simple dark-greenish color, something like that, kind of boring. Beautiful. Then from the Add layer, let's go up and add Special > Fur Material. It looks great. It puts it all over. But I don't really want that big grassy field.
Instead, we want it to be controlled by those weights that we just painted. So we are going to go to Add layer > Processing > Weight Map Texture, and you notice that its default is Diffuse Color. And this is something to think of later on. If you want to put some splotches onto a surface, it's a good way to do it. You can create that same kind of Weight Map and set to Diffuse Color, it will actually change how the color is blended into that surface. But in this case we are going to right-click on this effect, go to Fur, and change it to Fur Length, and just like that, the fur is only applied where that Weight Map is.
Where the Weight Map is less, there is less fur; where there is more, there is more fur, and it's that simple. So give that a try. Paint that on a human, paint it on a mustache, perhaps on the dog. At the same time, you can use this to remove hair. So if you call up that dog that has all that fur all over it, you can actually pull some away from the snout or around the eyes simply by adding weight maps like this. It's a pretty handy technique for a lot of different things, especially fur in modo.
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