Complete control with garibaldi’s built in 3D paint engine. Just simply paint on to your characters surface to control almost any aspect of the garibaldi hair system. From where on the surface the hair grows, to the hair colour, where to add more clumps and frizz to your fur and many others. Adding spectacular variation is so easy. Based around familiar paint brush tool settings with additional geometry masking features painting is completely intuitive. For though fine details and advanced effects quickly export and import textures from your favourite image manipulation application for full control.
The following describes the various texture control painting tool settings. The texture control maps can be used influence many settings of other Garibaldi Express workspaces.
These settings provide a list of the current texture control maps available in the Garibaldi hair node. In a new node the list will show the default hair density texture control map. By selecting a texture control map in the list it will become active for editing and a preview of the texture will be displayed on your characters model.
These buttons allow interaction with the texture control map list. The 'New' button will create a new texture control map. When pressed a option dialog box will be displayed with options to set the name for the map and a menu to select if the map should be a greyscale control map or a colour control map for use with controlling the hair strand colours. The 'Copy' and 'Rename' buttons when pressed will display a dialog box to specify a new texture control map name. Finally the 'Delete' button when pressed will delete the currently active texture control map.
The 'Fill' button will fill the active texture control map with the value or colour specified in the Paint Brush Settings. The 'Invert' button will invert the colours of the currently active texture control map.
Garibaldi provides features to import and export the texture control maps to PNG image files for editing with external image manipulation software for greater editing control.
The exported control map textures are governed by file naming scheme to simplify managing the texture files. Each active surface has a corresponding image texture with a file name identical to the Daz surface name suffixed by the '.png' extension. The PNG image files are collected into a directory/folder that is named to correspond to the name of the texture control map in the Garibaldi editor.
The exported image files are currently limited to 1024x1024 pixel PNG image files.
The UV map used for the image projection on to surface geometry is what was selected in the Daz interface when the Garibaldi hair node was created.
When the export button is pressed a dialog box is displayed asking what the directory should be named when exported. The default directory name is the label given to the texture control map in the Garibaldi editor. After excepting export name dialog a file directory dialog is displayed. Where the location of the export will take place is chosen in this file directory dialog. Finally a report dialog box is displayed showing if the texture control map export was successful.
When the import button is pressed a file directory dialog is displayed. Using this file directory dialog a directory containing PNG image files can be selected. The layout and constraints of these image files are described above. After excepting this dialog an import settings dialog is displayed, in this dialog the name of the new texture control map and if the control map is grey or colour is shown. Finally a report dialog box is displayed showing if the texture control map import was successful.
The paint brush settings allows the way the paint brush to interacts with the texture control maps to be changed.
This setting allows the painting value to be changed during the editing of greyscale control texture maps and colour during the editing of colour control texture maps. During editing of a grey control texture a value of 1.0 will paint white and 0.0 will paint black, shades of grey can be painted by setting the value between 0.0 and 1.0. During editing of a colour control texture a coloured rectangle button showing the current colour will be displayed. Pressing the coloured button will display the Windows/Macintosh colour selection window.
In addition to using the Value slider setting the value can also be changed by moving the mouse pointer in the viewport in a left or right direction when the 'v' key in pressed on the keyboard.
The opacity value sets the blending amount of the paint brush's value/colour with existing value/colour of the control texture map.
Sets the radius of the paint brush in pixels. This radius of of the brush is previewed by outer circle in the viewport brush interface.
In addition to using the Radius slider setting the radius value can also be changed by moving the mouse pointer in the viewport in a left or right direction when the 'b' key in pressed on the keyboard.
This will set the falloff radius as a fraction of the tools radius setting. The falloff is the amount the strength of the brush's influence will reduce toward the edge of the comb brush. A setting of 0.0 will cause the full value/colour of the bush to be used throughout the brush radius. A setting of 1.0 will cause the value/colur of the brush's influence to reduce from full strength in the centre of the brush to none at it's outer boundary.
This sets the interval in a fraction of the radius the brush will be stamped to the control texture map.
Mask Reverse Surfaces
When activated the paint brush tool will not paint on the reverse side of surface geometry. Normally a reverse side of geometry is inside surface of geometry.
Mask Hidden Surfaces
When activated the paint brush tool will not paint on surface geometry not visible from the camera. Hidden surfaces behind other geometry surfaces from the point of view of the camera will not be paintable.
The current active character geometry is displayed with the active texture control map applied is displayed. Additional visualisation options to assist painting are also available.
Show All Surfaces
Show all surface meshes contained in a character if used to spawn hair or not.
Show Style Follicles
Show the follicles of the current style curves for visual reference when painting the texture control maps.
Show Style Curves
Show the current style curves for visual reference when painting the texture control maps.
Show the current active character geometry with texture preview shaded.
Show the current active character geometry with a wireframe overlay to improve visualisation of surface detail.