GroomLab

Painting maps

Paint any parameter, in gray or color, with GroomLab's own brush.

Painting a map in the Paint tab
Groom Tools > Paint

Paint a parameter

  1. In the Graph Editor, right-click a parameter (Scatter density, Clump strength...) and choose Paint > On Guides, On Scalp Vertices or As Texture.
  2. A white map is made, a Map node feeds the parameter with it, and the Paint tab opens with the brush ready.
  3. Strokes lower the parameter, Ctrl raises it, Shift+drag smooths. The groom follows every stroke.

White is the parameter's value, black is 0. One map can feed several parameters: Feed Param on the Map node.

Save the scene first

Texture maps are PNGs in the scene's own folder, groomlab/<scene name>/masks/<groom>/.

Three kinds of map

KindLivesBest for
GuidesA layer on the guides; children inherit it, strands blend itRegions, density, clumping: anything that follows the guides
VerticesA value per scalp vertex, kept in the sceneFiner detail, nothing on disk
TextureA PNG at the scalp's UVsThe finest detail; editing in any image editor; engines

Convert to turns a map into another kind with its name kept, so whatever reads it keeps reading it: rough a mask in on the guides, then make it a 4k texture for the engine.

A map's image

Right-click a map in the Paint tab:

  • Relink Image... points the map at another image. A PNG is used in place, and painting edits that file. A JPEG, TGA, PSD or other format is copied into the masks folder as a PNG, so the source is never painted over. A guides or vertices map becomes a texture map; whatever reads it follows.
  • Reload Image reads the image again after you edit it in another program.
  • Show in Explorer opens the image's folder.

The map keeps its gray or color setting. A gray map reads a color image's luminance.

A map whose image is missing shows a warning in the list. Its tooltip names the file it expects. The Map node's panel in the Graph Editor shows the same warning, with a Relink Image... button. To relink many files at once, use GroomLab > Utilities > Find Missing Files....

Color maps and packed masks

A vertex or texture map can hold a color (R G B A) instead of a gray value: Values: Color when you make it, or Make Color on an existing map. The Paint tab then shows a swatch and R G B A toggles, and the brush paints only the ticked channels.

  • Packed masks: paint up to four masks in one map, one per channel. The Map node has an output port per channel (luminance, r, g, b, a), so R feeds Clump strength, G feeds Noise fraction and B feeds Length, all from one node. For an engine, that is one RGBA PNG instead of three gray ones.
  • Painted hair color: a HairColor node's map names a color map. The color reaches the viewport, the cards and every export.

Brush settings

Falloff softens or hardens the brush edge; Smooth sets how much Shift+drag blurs. Show on guides / strands / scalp displays a map black to white; "Read by" lists the parameters it feeds.

Other map sources

Any mappable parameter can also read a texture at the root's UV, a Maya color set, a strand attribute, or an expression such as smoothstep(-1, 1, $y).

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