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VRay Documentation - VRay Fur >>> VRayFur >>> VRay Documentation - VRay Fur

Search Keywords: fur, hair, grass, rug

General

VRayFur is a very simple procedural fur plugin. The fur is generated only during render time and is not actually present in the scene.

Creating a fur object

Select any geometric object in 3dsmax, go to the Create panel and choose the VRay category:

VRay Documentation - VRay Fur

Click VRayFur. This creates a fur object with the currently selected object as a source. Select the fur and go to the Modify panel to adjust the parameters.

Parameters

VRay Documentation - VRay Fur

Source object - this is the source geometry for the fur.

Length - the length of the fur strands.

Thickness - the thickness of the strands.

Gravity - this controls the force that pulls fur strands down along the z-direction.

Sides - currently this parameter is disabled. The fur is always rendered as polygons facing the traced ray; normals are interpolated to create a smooth appearance.

Knots - fur strands are rendered as several connected straight segments; this parameter controls the number of segments.

Flat normals - when this option is on, the normal of the fur strands does not vary across the strand width. Although not very precise, this is similar to how other fur/hair solutions work. It may also help with fur antialiasing, making the job of the image sampler a little easier. When this option is turned off, the surface normal varies across the width of the strands, creating the illusion that the strands have cylindrical shape.

Direction variation - this parameter adds slight variation to the direction in which fur strands grow from the source object. Any positive value is valid. This parameter should also depend on the scene scale.

Length/Thickness/Gravity variation - these add variation to the corresponding parameters. Values are from 0.0 (no variation) to 1.0.

Distribution - determines the density of strands over the source object:

Per face - specifies the number of fur strands per face of the source object. Every face will generate the specified number of fur strands.

Per area - the number of strands for a given face is based on the size of that face. Smaller faces have fewer strands, larger faces have more strands. Every face has at least one strand.

Reference frame - this specifices the frame at which the source object is captured to calculate the face area. The captured data will be used throughout the entire animation to ensure that the number of strands for a given face remains constant during animation.

Placement - determines which faces of the source object will generate fur strands:

Entire object - all faces will generate fur.

Selected faces - only selected faces (for example with a MeshSelect modifier) will generate fur.

Material ID - only faces with the specified material ID will generate fur.

Generate W-coordinate - in general, all mapping coordinates are taken from the base object. However, the W mapping coordinate can be modified to represent the offset along the hair strands. The U and V coordinates are still taken from the base object.

Channel - the channel for which the W coordinate will be modified.

Notes

  • At present the fur has no meaningful representation in the viewport. This will be corrected in future releases.
  • At present the fur will only generate one-segmented motion blur geometry, regardless of the Geometry samples option for motion blur.
  • Avoid applying textures with Object XYZ mapping to the fur. If you need to use a 3d procedural texture, apply a UVW Map modifier to the source object with the option to convert XYZ to UVW coordinates and use explicit mapping for the texture.
  • Avoid having very large triangles covered with fur, since the fur is generated in groups corresponding to triangles of the original mesh.
  • Shadow maps will not include information about the VRayFur. However, other objects will cast shadows on the fur, even with shadow maps.
  • Sharp VRayShadows may produce flickering with VRayFur in animations, because the lighting situation of individual hairs will change very rapidly. Area shadows or VRayLights may produce smoother results.
  • VRayFur will not work with VRayPlane as a base object.
  

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ArchInteriors provides finished, top-notch architectural interiors set up for use with VRay to get photo real results. You just load and render! You can dissect the scene file to learn how it was done.
 
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Learning VRay - Archinteriors Vol. 13 Learning VRay - Archinteriors Vol. 14 Learning VRay - Archinteriors Vol. 15

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