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.