Yeah I know I am missing a step or doing it totally wrong, need a step by step for dummies lol
Not sure if these screen caps will help
OK. I’m seeing a couple of problems here.
First, it looks as though you painted in an external paint program because I see the white along with the texture colour for the fox. A hair distribution map has to be grey scale and the level of grey determines how much hair will be generated. White areas will have full hair, black will have no hair, and a 0.5 value will have 50% coverage.
Say what now????
In the distribution panel, the amount you specify is number of hairs/ square centimeter - the default value is 10. This means that all white painted areas will grow 10 hairs/sq cm, black areas will have none, and areas painted with 0.5 value will generate 5 hairs/sq cm.
Clear as mud, right??
Texture maps are colour and have to be input seperately. So, grey scale maps are used to specify where hair grows, colour maps are used to provide colour for the hair. (Grey scale maps have other uses as well but we won’t talk about that now - I’m sure your confused enough at the moment). The input boxes will only show maps that meet the proper criteria. In other words, only grey scale maps can be selected in the distribution section and only colour maps can be selected in the colour settings.
If the map were painted correctly, the next problem you have is in the distribution panel. Under “distribution settings” you will see a box for texture. The default is “hair Density”. This is the map that is being read for distribution. Presumably, you used this map when you did the full body paint and that is why you are seeing the full body hair. To see the tail map (if it had been painted correctly) you would select it from the drop down so the correct map is being used. (You would also need to be sure to select the correct maps in the clump and tweak panels as well). The colour texture map would be plugged in the the texture box for the base and tip colour in the colour settings.
As far as hair distribution goes, only one distribution map is used to output the hair. This means that you have to create an new hair node for the tail and paint it seperately to do the additional styling you want.
So, to summerize this bit of confusion. Create a hair node and paint the full body. Input the fox texture map as a colour map and select it for the base and tip colour. Style to suit.
Create a second hair node and paint just the tail. The fox texture map can be input here as well and applied to the base/tip just like in the other hair node. Style to suit.
Back in DS, you now have a fox with 2 hair nodes and you’re ready to render.
I’m assuming the fox only has one surface for selection in the setup panel. If there is more than on surface, then select only those you need to paint on for each node.
I hope you can understand this rambling. If not, then I will try to do a step by step. I don’t have the fox but I do have the cat and big cat.