Hello. I try to create feathers system with Xgen in Maya. I encountered a problem derivering U and V coordinate of surface on which xgen primitives are generated. By default UV coordinates are uv positions of each hair strand (U along hair and V across hair primitive).
I tried to create a custom shader parameter in Xgen description with value $dPdu and $dPdv. But it works strange. And it works totally incorrect when I try use V coordinate (along strand) and my custom user data as UV coordinates of texture file.
I wonder that there is no easy way to get this coordinates.
Baking color data from texture is not sutable in my case, because I need to apply taxture along strands and some U or V coordinate of source geometry... What could be a right solution ?
Solved! Go to Solution.
Solved by denisVFX. Go to Solution.
Ok. I found one solution. But I'm not sure if it's the best one.
In Xgen I added custom two custom shader parameters. $v (represents v component of each face) and $faceId
And created shader network which with simple math operations calculates linear ramp from v and face id.
For multiple feathers $faceId must be modulated by 17 (It's polygon count on my source strand geometry from which I generate xgen geometry).
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