How to paint Vray Fur density texture in Maya?

Hello,

Is it possible to paint the Density Texture inside the Maya view port. Ive tried the Paint Texture tool and painting on the Vertex Color texture and neither work for Fur density control. A ramp texture does work fine but I’d like finer control painting curved paths. Perhaps I’m missing a step?

Go to the connection editor and manually link the outColor (Red) of the VRay Vertex Color node to the densityTex of the VRayFur. This way it seems to work. By default, it uses the texture’s alpha.

I think I’m missing a step.
I create a Plane
I go to Mesh Display>Paint Vertex Color
I flood it black and paint white down the middle
I create Vray Fur on the Plane
I go to the Density slot in the Vray Fur Properties and create a Vray Vertex Color Node
I then go to the Connection Editor and connect the Vray Vertex Color R to the Vray Fur Properties Density Tex input and the fur disappears.

The plane starts out with a OpenPBR material. The default color of the Vray Vertex color node is black. when i change it to white the fur comes back. I just dont know how to paint on the Vray Vertex Color node. I can only choose a default color unless is there another node i can plug into the default color of the Vray Vertex Color node that i can paint on?

I’m on sick leave, but when I tried it, I used the Vertex Color’s color set name option and wrote the name of the object’s color set. Try it.

I found the objects color set name in the color set editor and entered it in but still no luck.

Your setup seems correct. You tried rendering it, right (there’s no viewport preview)? Here’s a sample scene where it works.
sample_fur_density.7z (12.9 KB)

I got it working. I notice i lose the vertex paint strokes in the viewport after connect the R color to the density tex in the connection editor. There is no way to retain those brush strokes so I can see what I painting? or is IPR the only way?

Edit: oh interested i can retain the strokes in the veiwport if i use a Standard Surface material but not if I use a Vray material.

You can do it with a VRayMtl, too, but you need to put a VRayVertexColor node in the diffuse. That’s what I did (and later removed).

I see, okay. Thanks again for all your help. Much appreciated.