Remove Fur

Is it possible to move or remove patches of fur from for example the fur of Dire Wolf for daz dog 8? i tried moving it with dforce simulation and deformers but it doesn't really work for me. i would like to remove part of the fur entirely too. does anyone know if that is possible?

Comments

  • Sky77Sky77 Posts: 820

    The only way I can think of doing something like that would be to assign different material properties to the areas of question.

  • Richard HaseltineRichard Haseltine Posts: 100,774

    It should, I think, be possible to edit the distribution map - but I've not tried.

  • ridanzswerdridanzswerd Posts: 10
    edited July 2021

    Sky77 said:

    The only way I can think of doing something like that would be to assign different material properties to the areas of question.

    if i selected some surface areas of the dog with geometry editor, how can i give the surface a different material property?

    Post edited by ridanzswerd on
  • FSMCDesignsFSMCDesigns Posts: 12,754

    ridanzswerd said:

    Sky77 said:

    The only way I can think of doing something like that would be to assign different material properties to the areas of question.

    if i selected some surface areas of the dog with geometry editor, how can i give the surface a different material property?

    right click and you will get quite a few options. One will be the create a new material zome from the selected polys

  • Richard Haseltine said:

    It should, I think, be possible to edit the distribution map - but I've not tried.

    is that an option of the "strand based hair editor"? i never used that but i think it doesn't work here, i just get the message to select a node of strand based hair first.

  • GordigGordig Posts: 10,049

    ridanzswerd said:

    Richard Haseltine said:

    It should, I think, be possible to edit the distribution map - but I've not tried.

    is that an option of the "strand based hair editor"? i never used that but i think it doesn't work here, i just get the message to select a node of strand based hair first.

    There are one or two (depending on how the hair is set up) slots in the Surfaces pane for PS/PR distribution, and dropping opacity maps in those slots determines how densely the hair grows.

  • ridanzswerdridanzswerd Posts: 10
    edited August 2021

    Ok thanks for the answers. got some usefull infos. still need to work on it a little bit but might just not be possible to do it the way i want.

    Post edited by ridanzswerd on
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