Texture Masks
Texture masks let you control modifier strength spatially using painted or procedural textures. Paint directly in Blender or use image textures to define where modifiers apply.
What It Does
Texture masks provide:
- Spatial control - Different strength in different areas
- Texture painting - Paint mask directly in Blender
- Image textures - Use existing textures
- Invert option - Flip black and white
- Per-modifier - Each modifier has its own mask
Think of masks as stencils that control where and how strongly a modifier applies.
How Masks Work
White = Full Effect
- White areas (1.0) = modifier at 100% strength
- Black areas (0.0) = modifier at 0% strength
- Gray areas (0.5) = modifier at 50% strength
Mask Evaluation:
- Sample texture at strand root UV coordinate
- Multiply modifier strength by mask value
- Apply modified strength to strand
Example:
- Clumping Amount: 0.8
- Mask value at strand: 0.5
- Actual clumping: 0.8 × 0.5 = 0.4
Creating Masks
Method 1: Texture Painting
- Select Scalp Mesh
- Click on your character's head mesh
- Ensure it has UV coordinates
- Switch to Texture Paint Mode
- Change mode dropdown to "Texture Paint"
- Or press Tab, then switch mode
- Create New Texture
- In Texture Paint mode, click "+" to add texture
- Name it (e.g., "clump_mask")
- Set size (1024 or 2048 recommended)
- Choose "Blank" and set to white or black
- Paint the Mask
- Use brush tools to paint
- White = full effect
- Black = no effect
- Adjust brush strength for gradients
- Save Texture
- Image menu > Save As
- Save to your project folder
- Use PNG or TIFF format
- Load in Modifier
- In modifier UI, click folder icon
- Select your saved texture
- Mask applies immediately
Method 2: Image Texture
- Prepare Image
- Create mask in Photoshop, Substance, etc.
- White = full effect, black = no effect
- Match your UV layout
- Save as PNG or TIFF
- Load in Blender
- In modifier UI, click folder icon
- Browse to your image file
- Select and open
- Verify
- Check mask preview in modifier
- Regenerate hair to see effect
- Adjust if needed
Method 3: Procedural Texture
- Create Texture in Blender
- Add texture to scalp mesh material
- Use noise, gradient, or other procedural
- Ensure it's in UV space
- Bake to Image
- Create new image texture
- Bake procedural to image
- Save baked image
- Load as Mask
- Use baked image as mask
- Follows same process as image texture
Mask Controls
Mask Selector
Folder Icon
- Click to browse for texture
- Supports PNG, TIFF, JPEG, EXR
- Shows current texture name
Clear Button (X)
- Remove current mask
- Modifier applies uniformly
- Quick way to disable mask
Invert Checkbox
When to Invert:
- You painted opposite of what you wanted
- Easier to paint black than white
- Reusing mask for opposite effect
Example:
- Painted white where you want NO clumping
- Enable Invert
- Now white areas = no clumping
Paint Button
Quick Access:
- Switches to Texture Paint mode
- Selects scalp mesh
- Ready to paint immediately
Workflow:
- Click Paint button
- Paint your mask
- Save texture
- Return to FollicleFX
- Regenerate to see changes
Save/Load Buttons
Save:
- Saves current mask to file
- Useful for backups
- Share masks between projects
Load:
- Load previously saved mask
- Browse to mask file
- Replaces current mask
Per-Modifier Usage
Clumping Modifier
Common Uses:
- More clumping on top of head
- Less clumping at hairline
- Clump-free areas (bangs, sideburns)
Example Mask:
- White on crown (full clumping)
- Gray on sides (moderate clumping)
- Black at hairline (no clumping)
Frizz Modifier
Common Uses:
- More frizz at tips/edges
- Smooth areas (part line, front)
- Flyaway zones
Example Mask:
- White at edges (full frizz)
- Gray in middle (moderate frizz)
- Black at part line (no frizz)
Coil Modifier
Common Uses:
- Coiled areas vs straight areas
- Varying coil intensity
- Styled sections
Example Mask:
- White where you want curls
- Black where you want straight
- Gray for loose waves
Cut Modifier
Common Uses:
- Shaped cuts (bob, layers)
- Length variation by region
- Trim specific areas
Example Mask:
- White where you want full cut
- Black where you want no cut
- Gradient for smooth transitions
Density Modifier
Common Uses:
- Thinning areas (temples, crown)
- Dense areas (back, sides)
- Bald spots or patches
Example Mask:
- White for full density
- Gray for thinning
- Black for bald areas
Flow Direction Modifier
Common Uses:
- Flow strength by region
- Directional styling areas
- Blend zones
Example Mask:
- White where flow is strong
- Gray for subtle flow
- Black for no flow influence
Painting Tips
Brush Settings
Strength:
- 100% for hard edges
- 30-50% for soft gradients
- Build up gradually
Radius:
- Large brush for broad areas
- Small brush for details
- Adjust with [ and ] keys
Falloff:
- Smooth falloff for gradients
- Sharp falloff for hard edges
- Adjust in brush settings
Painting Techniques
Base Layer:
- Fill entire mask with base color
- Usually white (full effect) or black (no effect)
- Paint opposite color for variations
Gradients:
- Use soft brush
- Low strength (20-30%)
- Multiple passes
- Build up smoothly
Hard Edges:
- Use hard brush (no falloff)
- 100% strength
- Single pass
- Clean boundaries
Blending:
- Use soft brush
- Medium strength (50%)
- Paint over edges
- Smooth transitions
Common Workflows
Clumping Mask for Natural Hair
- Base: Fill with white (full clumping)
- Hairline: Paint black at edges (no clumping)
- Gradient: Soft brush from black to white
- Result: Natural transition from smooth to clumped
Frizz Mask for Flyaways
- Base: Fill with gray (moderate frizz)
- Edges: Paint white at perimeter (high frizz)
- Part: Paint black along part line (no frizz)
- Result: Flyaways at edges, smooth at part
Density Mask for Thinning
- Base: Fill with white (full density)
- Temples: Paint gray (thinning)
- Crown: Paint light gray (slight thinning)
- Result: Natural thinning pattern
Cut Mask for Bob
- Base: Fill with white (full cut)
- Top: Paint black (no cut, keep length)
- Gradient: Soft transition from black to white
- Result: Bob shape with smooth transition
Mask Resolution
Recommended Sizes:
- 512×512 - Low detail, fast
- 1024×1024 - Medium detail (recommended)
- 2048×2048 - High detail
- 4096×4096 - Ultra detail (slow)
Considerations:
- Higher resolution = more detail
- Higher resolution = more memory
- Match to UV density
- 1024 is usually sufficient
Troubleshooting
Mask Not Applying
Check:
- Texture is loaded (shows name)
- Scalp mesh has UVs
- UV coordinates are valid (0-1 range)
- Regenerate hair after loading mask
Fix:
- Reload texture
- Check UV layout in UV Editor
- Verify texture format (PNG, TIFF)
- Try different texture
Mask Looks Wrong
Check:
- Invert checkbox state
- Texture orientation
- UV layout matches texture
- Texture is grayscale (not color)
Fix:
- Toggle Invert
- Rotate/flip texture in image editor
- Repaint mask
- Convert to grayscale
Mask Too Harsh
Check:
- Brush falloff settings
- Texture has gradients
- Not using 100% black/white everywhere
Fix:
- Use soft brush
- Paint gradients
- Add gray values
- Blur texture in image editor
Mask Too Subtle
Check:
- Mask values (might be all gray)
- Modifier strength (might be low)
- Texture contrast
Fix:
- Increase contrast in image editor
- Use more white/black, less gray
- Increase modifier base strength
- Repaint with stronger values
Advanced Techniques
Layered Masks
- Create multiple masks
- Combine in image editor
- Use for complex patterns
- More control than single mask
Animated Masks
- Create texture sequence
- Animate texture offset
- Mask changes over time
- Advanced effect
Procedural Masks
- Use Blender's texture nodes
- Bake to image
- Use as mask
- Repeatable, tweakable
Mask from Vertex Colors
- Paint vertex colors on mesh
- Bake to texture
- Use as mask
- Quick and intuitive
Technical Notes
- Masks are sampled at strand root UV
- Bilinear filtering for smooth values
- Supports all standard image formats
- Masks are saved with Blender file (if packed)
- GPU-accelerated sampling
- No performance cost for using masks
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