This page provides information on the V-Ray GeomHair node.

 

Overview


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

 

 

UI Paths


||obj Network|| > Geometry node > V-Ray > V-Ray Fur


Basic Parameters


 


Viewport Preview – Enables preview in the viewport.

Max. Preview Strands – Specifies the maximum amount of strands visible in the viewport preview.

Length – Specifies the length of the fur strands.

Thickness – Specifies the thickness of the strands.

Gravity – Specifies the force that pulls fur strands down along the Z-direction.

Bend – Specifies the elasticity of the fur strands. When it is 0.0, the strands are hard and are all straight lines. Greater values cause the strands to bend (e.g. under the influence of gravity).

Taper – Adds a taper to the individual strands of fur. Increasing this value makes the each strand thinner in its upper end and wider in its base.

Scale – Globally increases the scale of the scene of the fur.

 


 

 

Example: Length

 

Using this parameter you can specify the Length of the strands.

 

 

Example: Thickness

 

Using this parameter you can specify the Thickness of the strands.

 

 

 


Length = 5.00 cm


Length = 7.50 cm


Length = 10.0 cm


Length = 12.5 cm


Length = 15.0 cm


Length = 17.5 cm


Length = 20.0 cm


Length = 22.5 cm


Length = 25.0 cm

5 cm
25 cm


Thickness = 0.05 cm


Thickness = 0.10 cm


Thickness = 0.15 cm


Thickness = 0.20 cm


Thickness = 0.25 cm


Thickness = 0.30 cm


Thickness = 0.35 cm


Thickness = 0.40 cm


Thickness = 0.45 cm

0.05 cm
0.45 cm


 



 

 

Example: Gravity

 

Using this parameter you can control the force that pulls the fur strands down along the Z-direction.

 

 

Example: Bend

 

Using this parameter you can control the elasticity of the fur strands. When set to 0.0, the strands are hard and all straight lines.

 

 


Gravity = -3.0 cm


Gravity = -2.5 cm


Gravity = -2.0 cm


Gravity = -1.5 cm


Gravity = -1.0 cm


Gravity = -0.5 cm


Gravity = 0.0 cm


Gravity = 0.5 cm


Gravity = 1.0 cm


Gravity = 1.5 cm


Gravity = 2.0 cm


Gravity = 2.5 cm


Gravity = 3.0 cm

-3 cm
3 cm


Bend = 0.1


Bend = 0.2


Bend = 0.3


Bend = 0.4


Bend = 0.5


Bend = 0.6


Bend = 0.7


Bend = 0.8


Bend = 0.9


Bend = 1.0

0.1
1



 

Example: Taper

 

When this parameter is set to 0.0, no taper is applied to the strands and they have the same thickness from root to tip. Higher values make the root wider and the tip thinner.

 


Taper = 0.1


Taper = 0.2


Taper = 0.3


Taper = 0.4


Taper = 0.5


Taper = 0.6


Taper = 0.7


Taper = 0.8


Taper = 0.9


Taper = 1

0.1
1

 

 

Curl


 

 

Curl – When enabled, adds curls to the fur.

Angle – Specifies the number of curls on a strand.

Radius – Specifies the radius of the individual curl.

 


 

 

Example: Curl radius

 

Using this parameter you can specify the radius of the individual curl.

 

 

Example: Curl Angle

 

Using this parameter you can specify the number of curls on a strand.

 

 

 


Curl radius = 1


Curl radius = 1.25


Curl radius = 1.5


Curl radius = 1.75


Curl radius = 2


Curl radius = 2.25


Curl radius = 2.5


Curl radius = 2.75


Curl radius = 3


Curl radius = 3.25


Curl radius = 3.5


Curl radius = 3.75


Curl radius = 4

1
4


Curl Angle = 2


Curl Angle = 3


Curl Angle = 4


Curl Angle = 5


Curl Angle = 6


Curl Angle = 7


Curl Angle = 8

2
8

 

Level of Detail


 

 

Level of Detail – When enabled, V-Ray generates less fur geometry for parts of the scene which are far away from the camera. This is done by decreasing the density of the fur strands and increasing their thickness. The level of detail function helps for two things. One, it conserves memory by decreasing the detail where it is too far to be visible, and two - it helps to reduce animation flickering of very fine fur strands when they are far from the camera.

Start Distance – Specifies the distance from the camera at which V-Ray is going to start implementing the level of detail adjustment. Up to this distance the fur is generated as specified by the user, after that V-Ray is going to decrease the density and increase the thickness of the strand by a factor of two for every units of space specified by the Rate parameter.

Rate – Specifies the rate at which the the detail adjustment is applied. Starting from the distance specified in the Start Distance parameter V-Ray is going to decrease the density and increase the thickness of the strands by a factor of two for every units of space specified by the Rate parameter.

 

Varience


 

 

Direction – Specifies a variation of the direction parameter.

Length –  Specifies a variation of the length parameter.

Thickness –  Specifies a variation of the thickness parameter.

Gravity –  Specifies a variation of the gravity parameter.

Curl Radius –  Specifies a variation of the curl radius parameter.

 

Distribution


 

 

Source – Determines the density of strands over the source object. The available options are Per Face and Per Area.

Per Face – Specifies the number of fur strands per face of the source object. Every face generates 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.

 



Example: Distribution

 

 

Using Distribution per face parameter you can specify the number of fur strands per triangular face of the source object.

 

Using Distribution per area parameter you can specify the number of strands per squared scene unit.

 

 


Distribution per face = 1


Distribution per face = 2


Distribution per face = 4


Distribution per face = 8


Distribution per face = 16


Distribution per face = 32

1
32


Distribution per area = 0.02


Distribution per area = 0.03


Distribution per area = 0.04


Distribution per area = 0.05


Distribution per area = 0.06


Distribution per area = 0.07


Distribution per area = 0.08


Distribution per area = 0.09


Distribution per area = 0.1

0.2
1

 

Options


 

 

 

Knots – Controls the number of connect straight segments the fur strands are rendered in.

Manual Gravity Direction – When enabled, manually specifies the gravity vector.

Gravity Direction – Specifies the x, y and z values of the gravity vector when the Manual Gravity Direction is enabled.

 

Textures




 

Initial Direction – Enables the use of Initial Direction texture - an RGB map which specifies the initial direction of the fur strands, in texture space (according to the specified Base map channel). The red component is offset along the u texture direction, the green component is the offset along the v texture direction, and the blue component is the offset along the surface normal.

Initial Direction Attr – Specifies the geometry attributes.

Initial Direction Texture – Loads a file with the texture.

Bend Direction – Enables the use of Bend Direction texture - an RGB map which specifies a bend direction of the fur strands, in texture space (according to the specified Base map channel). This is the direction in which the fur strands curve to (the amount of curvature is also controlled by the Bend parameter). The red component is offset along the u texture direction, the green component is the offset along the v texture direction, and the blue component is the offset along the surface normal.

Bend Direction Attr – Specifies the geometry attributes.

Bend Direction Texture – Loads a file with the texture.

Bend – Enables the use of Bend textures. These maps are multipliers for the corresponding parameters, where black is a multiplier of 0.0, and white is a multiplier of 1.0Note: the alpha output of the textures is used, so you may need to enable the Alpha Is Luminance attribute for the textures.

Bend Attr – Specifies the geometry attributes.

Bend Texture – Loads a file with the texture.

Length – Enables the use of Length textures. These maps are multipliers for the corresponding parameters, where black is a multiplier of 0.0, and white is a multiplier of 1.0Note: the alpha output of the textures is used, so you may need to enable the Alpha Is Luminance attribute for the textures.

Length Attr – Specifies the geometry attributes.

Length Texture – Loads a file with the texture.

Thickness – Enables the use of Thickness textures. These maps are multipliers for the corresponding parameters, where black is a multiplier of 0.0, and white is a multiplier of 1.0Note: the alpha output of the textures is used, so you may need to enable the Alpha Is Luminance attribute for the textures.

Thickness Attr – Specifies the geometry attributes.

Thickness Texture – Loads a file with the texture.

Gravity – Enables the use of Gravity textures. These maps are multipliers for the corresponding parameters, where black is a multiplier of 0.0, and white is a multiplier of 1.0Note: the alpha output of the textures is used, so you may need to enable the Alpha Is Luminance attribute for the textures.

Gravity Attr – Specifies the geometry attributes.

Gravity Texture – Loads a file with the texture.

Density – Enables the use of Density texture. This map is a multiplier for the strand density. Black portions of the map correspond to zero density (effectively no fur will be generated in these areas), and white represents the normal strand density, as specified by the distribution parameters. Note that the alpha output of the texture is used, so you may need to enable its Alpha Is Luminance option.

Density Attr – Specifies the geometry attributes.

Density Texture – Loads a file with the texture.

Curl – Enables the use of Curl texture.

Curl Attr – Specifies the geometry attributes.

Curl Texture – Loads a file with the texture.

 

 



Example: Textures


 

These examples demonstrate the effect of using a texture in the VRayFur texture slots. The texture used for each example is seen facing the camera. The same texture is applied to a different slot of the VRayFur and the effect can be observed on the larger plane with VRayFur applied. Note that some of the examples use normal maps. Color maps can be used instead, both procedural and bitmaps, where RGB would equal XYZ respectively. 

Color or normal maps can be used for Bend direction and Initial direction, as those require a direction vector of three components. 

The rest of the examples use simple black and white gradients, since the respective parameters require a single float value.

 

 

Bend direction map (XYZ or RGB)

Initial direction map (XYZ or RGB)

Length map (mono)

 


 

 

Thickness map (mono)

Gravity map (mono)

Bend map (mono)

 


 

 

Density map (Mono)

Curl map (Mono)

 

 

 

 

 

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