Texture Masks
Texture masks let you control modifier strength spatially using painted or image textures. Paint directly in Blender or load external images to define where modifiers apply.
How Masks Work
- White (1.0) = Full effect
- Black (0.0) = No effect
- Gray (0.5) = 50% effect
The mask value at each strand's root position is multiplied with the modifier's strength. So if Clumping is set to 0.8 and the mask value at a strand is 0.5, the actual clumping for that strand is 0.4.
Mask Controls (Per Modifier)
Every modifier has these mask controls:
- Mask checkbox — Enable/disable the mask
- 🖌️ Paint — Enter Texture Paint mode to paint the mask
- 💾 Save — Save the painted mask and apply it
- 📁 Load — Load a mask from an image file
- Invert — Flip black and white
Creating Masks
Method 1: Paint Directly
- Click 🖌️ (paint) next to the modifier's mask checkbox
- Blender switches to Texture Paint mode on your scalp mesh
- Paint white where you want the effect, black where you don't
- Click 💾 (save) to apply the mask
- Enable the mask checkbox
Method 2: Load an Image
- Create a mask in any image editor (Photoshop, Krita, etc.)
- White = full effect, black = no effect
- Match your mesh's UV layout
- Save as PNG or TIFF
- Click 📁 (load) and select your image
Method 3: Procedural (Bake)
- Create a procedural texture in Blender's shader editor
- Bake it to an image texture
- Load the baked image as a mask
Painting Tips
Brush Settings
- Strength 100% for hard edges
- Strength 30–50% for soft gradients
- Build up gradually with multiple passes
- [ and ] keys to resize brush
Techniques
- Base layer first: Fill entire mask with white or black, then paint the opposite
- Gradients: Use soft brush, low strength, multiple passes
- Hard edges: Use hard brush, 100% strength, single pass
- Blending: Soft brush over edges to smooth transitions
Common Uses Per Modifier
Clumping Mask
- More clumping on crown, less at hairline
- No clumping on bangs or sideburns
- Gradient from full to none at edges
Frizz Mask
- More frizz at edges and perimeter
- No frizz along part line
- Flyaway zones at specific areas
Coil Mask
- Curly areas vs straight areas
- Varying curl intensity by region
Cut Mask
- Shaped cuts (bob, layers)
- Length variation by region
Density Mask
- Thinning at temples and crown
- Dense at back and sides
- Bald spots or patterns
Flow Direction Mask
- Strong flow in styled areas
- No flow where you want natural direction
Separate Masks for Clumping
The Clumping modifier has three independent masks:
- Main mask — Controls overall clumping strength
- Curl mask — Controls the curl effect within clumps
- Noise mask — Controls the noise effect within clumps
Each uses distinct texture names to prevent conflicts between modifiers.
Mask Resolution
| Size | Use For | |------|---------| | 512×512 | Low detail, fast | | 1024×1024 | Medium detail (recommended) | | 2048×2048 | High detail | | 4096×4096 | Ultra detail (slow) |
1024 is usually sufficient. Higher resolution uses more memory but adds more detail.
Troubleshooting
Mask Not Applying
- Check the mask checkbox is enabled
- Verify your mesh has UV coordinates
- Try reloading the texture
- Regenerate hair after loading mask
Mask Looks Wrong
- Check Invert toggle state
- Verify texture orientation matches UV layout
- Make sure texture is grayscale (not color)
Mask Too Harsh
- Use soft brush with gradients
- Add gray values instead of pure black/white
- Blur texture in an image editor
Mask Too Subtle
- Increase contrast
- Use more pure white/black, less gray
- Increase the modifier's base strength