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Groom Node

The Groom node holds a groom's strands and painted attributes. Its attributes, in Maya's Attribute Editor, control how new strands are created, how the groom is displayed, and how it's layered and simulated. Click Edit Groom at the top of its Attribute Editor to start the Grooming context and edit the groom with brushes.

Groom​

AttributeDescription
Radius Of InfluenceHow far each strand's influence reaches. When the graph uses the groom, each fibre follows the strands near it. At 0, the default, there's no limit, so every fibre follows its nearest strands however far away they are. Set a distance to ignore strands further away than that, for example so that strands on one part of a character don't affect sparse fur elsewhere.

Strands​

These settings control the strands you add with the Grooming context's populating tools.

AttributeDescription
Segment Creation TypeHow many segments new strands have: By Length sets the length of each segment (so longer strands get more segments), and By Count gives every strand the same number. More segments let strands bend more smoothly. This also controls how strands are resampled.
Segment LengthWith By Length, the length of each segment. Each segment is this length or shorter, depending on the strand's length.
Segment CountWith By Count, the number of segments in each strand.
Strand LengthThe length of new strands. Set it to 0 to create points with no length, for a groom that you only use to paint attributes, such as density.
Conform New StrandsWhen on, new strands take their length, density and shape from the strands around them, so they blend in with their neighbours. When off, they use the settings above.
Create at Mesh VerticesWhen on, new strands are created at the vertices of the input mesh. When off, you can create strands anywhere on the mesh.
Minimum Strand DistanceThe minimum distance Yeti keeps between strands when you add or move them.
Minimum Strand LengthThe shortest length a new strand can have.

Resampling​

Resamples all of the strands, or only the selected ones, using the Segment Creation Type and the segment length or count above.

AttributeDescription
Min SegmentsThe minimum number of segments a strand can have after resampling.
Max SegmentsThe maximum number of segments a strand can have after resampling.
ResampleResamples the selected strands, or every strand if none are selected.

Component Editing​

Settings for editing strands in Component Editing mode.

AttributeDescription
Display StyleWhether to show All of each strand's points, or only its End Points.
Maintain LengthWhen on, strands keep their length while you edit their end points.

Parting​

These settings control the parts in the groom. See Parting Regions below for how to create them.

AttributeDescription
Parting RandomnessHow random the edges of the parting regions are, for the whole groom.
Auto PartingTurns automatic parting on or off.
Auto Parting ThresholdThe angle threshold that automatic parting uses to decide where to create a part.
Auto Parting Reference PositionThe position along the strands, from 0 at the root to 1 at the tip, where the angle is measured for automatic parting.

Parting Regions​

Many hairstyles have a part, where the hair is combed in opposite directions. You can groom strands in opposite directions, but by default each fibre blends the strands around it, so the fibres along the part fan out across it instead of making a clean line.

For a clean part, paint parting regions:

  1. In the Groom node's Attribute Paint section, add an attribute for each side of the part, with a name that starts with part_, such as part_left and part_right.
  2. Paint each one as a mask, with a value of 1 over the area its side covers and 0 elsewhere.

Fibres in one region then only follow strands in the same region, so the hair on either side of the part stays separate. Where regions overlap, the strands' effect is weighted by the values of the masks.

To keep the part from looking too even, paint an attribute called part_randomness to vary how ragged its edge is, or set Parting Randomness for the whole groom.

For an example, open yeti_partingExample.ma from the examples folder of your Yeti installation.

Deformation Layers​

Deformation Layers let you layer other grooms and guide curves on top of a groom, to reshape its strands, much like adjustment layers in a paint program. For example, you can keep a base groom and layer a second groom with a different style on top, then blend between them with the layer's weight. Because the base groom isn't changed, you can always go back to it.

A layer only needs to be on the same mesh as the groom. It can have a different number of strands, different lengths and so on.

Deformation Layers
AttributeDescription
Do Layer DeformationTurns layer deformation on or off.
Add Guide Set Layer(s)Adds one or more guide sets as new deformation layers.
Add Grooms Layer(s)Adds one or more grooms as new deformation layers.

Each layer has its own row, where you can set its weight with the field or slider, raise it in the stack, or remove it. To limit a layer to part of the groom, paint a layer mask on the layer's groom.

Attribute Paint​

Settings for displaying and managing the groom's paintable attributes. To paint them, use the attribute painting tools in the Grooming context.

AttributeDescription
DisplayShows the values of the current attribute in the viewport.
Display As Heat MapColours the values as a heat map instead of in greyscale.
Display SizeThe size of the value display in the viewport.
Min Clipping LevelThe value that's displayed as black (0.0) in the viewport.
Max Clipping LevelThe value that's displayed as white (1.0) in the viewport.
Randomize SeedThe random seed that the Randomize tool uses.
Attribute ListThe groom's paintable attributes. Select one to make it the current attribute. Use Add, Duplicate, Rename and Remove to manage them.
Add Layer MaskAdds a layer_mask attribute to the groom. When the groom is used as a deformation layer, paint this attribute to control how strongly the layer affects each strand, from 0 (no effect) to 1 (full effect).

Texture Utilities​

You can export the current attribute to a texture map, using the input mesh's current UVs, or import a texture to set the values of the current attribute.

AttributeDescription
ResolutionThe width and height of the exported texture, in pixels.
Value RangeThe attribute values that map to black and white in the exported texture.
U Range / V RangeThe range of UVs to export.
ExportExports the current attribute to a texture.
ImportSets the current attribute's values from a texture.
Export DirectionExports the direction of the strands to a texture.

Display​

Display Attributes
AttributeDescription
Display StrandsShows or hides the strands.
Display Strand SegmentsDraws each strand's segments in the viewport.
Isolate Selected StrandsWhen some strands are selected, draws only those strands in the viewport.
Display Strand LengthShows the length of each strand at its tip (only the selected strands when Isolate Selected Strands is on).
ColorThe colour of the strands.
Display TransparencyThe transparency of the strands.
Display WidthThe width of the strands.

Simulation and Corrective Groom​

The Simulation and Corrective Groom sections are described in Simulation.