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 This page provides information about the V-Ray Procedural Fur plugin.

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Overview

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

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UI Paths

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||Select mesh|| > V-Ray Shelf > V-Ray Fur button

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 ||Select mesh|| > Create > V-Ray > Add VRayFur to selection

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Fur Scale Globally increases the scale of the scene of the fur


 

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Example: Length

 

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

 

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Example: Thickness

 

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

 

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minLabel5 cm
maxLabel25 cm
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Length = 5.00 cm

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Length = 7.50 cm

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Length = 10.0 cm

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Length = 12.5 cm

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Length = 15.0 cm

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Length = 17.5 cm

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Length = 20.0 cm

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Length = 22.5 cm

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Length = 25.0 cm

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minLabel0.05 cm
maxLabel0.45 cm
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Thickness = 0.05 cm

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Thickness = 0.10 cm

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Thickness = 0.15 cm

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Thickness = 0.20 cm

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Thickness = 0.25 cm

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Thickness = 0.30 cm

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Thickness = 0.35 cm

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Thickness = 0.40 cm

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Thickness = 0.45 cm


 

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Example: Gravity

 

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

 

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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.

 

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minLabel-3 cm
startIndex6
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Gravity = -3.0 cm

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Gravity = -2.5 cm

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Gravity = -2.0 cm

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Gravity = -1.5 cm

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Gravity = -1.0 cm

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Gravity = -0.5 cm

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Gravity = 0.0 cm

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Gravity = 0.5 cm

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Gravity = 1.0 cm

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Gravity = 1.5 cm

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Gravity = 2.0 cm

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Gravity = 2.5 cm

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Gravity = 3.0 cm

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Bend = 0.1

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Bend = 0.2

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Bend = 0.3

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Bend = 0.4

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Bend = 0.5

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Bend = 0.6

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Bend = 0.7

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Bend = 0.8

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Bend = 0.9

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Bend = 1.0


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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.

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Taper = 0.1

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Taper = 0.2

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Taper = 0.3

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Taper = 0.4

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Taper = 0.5

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Taper = 0.6

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Taper = 0.7

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Taper = 0.8

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Taper = 0.9

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Taper = 1

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Curl

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Curl – When enabled, adds curls to the fur.

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Curl Angle – The number of curls on a strand.


 

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Example: Curl radius

 

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

 

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Example: Curl Angle

 

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

 

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Curl radius = 1

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Curl radius = 1.25

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Curl radius = 1.5

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Curl radius = 1.75

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Curl radius = 2

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Curl radius = 2.25

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Curl radius = 2.5

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Curl radius = 2.75

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Curl radius = 3

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Curl radius = 3.25

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Curl radius = 3.5

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Curl radius = 3.75

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Curl radius = 4

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Curl Angle = 2

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Curl Angle = 3

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Curl Angle = 4

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Curl Angle = 5

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Curl Angle = 6

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Curl Angle = 7

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Curl Angle = 8

 

Level of Detail

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Level of detail – When enabled, V-Ray will generate 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.

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Rate – 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 n units of space specified by the Rate parameter.

 

 

Tessellation 

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Tessellation On When enabled, instructs V-Ray to subdivide and smooth the fur strands before rendering. Strands closer to the camera are tessellated into finer segments so that they render smooth, while strands away from camera are simplified to reduce memory usage and speed up rendering.

Edge length (px) – Specifies the desired edge length, in pixels, of each final segment of the fur strands when Tessellation On is enabled. Smaller values produce smoother strands but take more memory and are slower to render. Larger values are faster to render and take less RAM, but may cause the fur strands to appear jagged.

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Variance

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These add variation to their corresponding parameters. Values are from 0.0 (no variation) to 1.0.

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Fix at time– Specifies the frame to sample for per area distribution.


 

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Example: Distribution

 

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

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

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Distribution per face = 1

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Distribution per face = 2

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Distribution per face = 4

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Distribution per face = 8

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Distribution per face = 16

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Distribution per face = 32

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Distribution per area = 0.02

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Distribution per area = 0.03

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Distribution per area = 0.04

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Distribution per area = 0.05

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Distribution per area = 0.06

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Distribution per area = 0.07

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Distribution per area = 0.08

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Distribution per area = 0.09

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Distribution per area = 0.1

 

Options

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Manual gravity direction – When enabled, manually specifies the gravity vector.

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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.


 

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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.

 

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Bend direction map (XYZ or RGB)

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Initial direction map (XYZ or RGB)

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Length map (mono)

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Thickness map (mono)

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Gravity map (mono)

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Bend map (mono)

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Density map (Mono)

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Curl map (Mono)

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Notes

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Fancy Bullets
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  • VRayFur does not follow smoothed geometry, when Smooth mesh preview or V-Ray Subdivision is used. Instead, use the OpenSubdiv Extra Attribute while rendering, but note that the result is not visible in the viewport.