VRayFur is a very simple procedural fur. The fur is generated only during render time and is not actually present in the scene, just select the object and right click on it to add the VRay Fur Tag. Also note that the object that generate VrayFur will not be seen in scene.

Basic Properties

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.

Bend – this parameter controls 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 – allows you to add a taper to the individual strands of fur. Increasing this value will make the each strand thinner in its upper end and wider in its base.

Bend direction – this is an RGB map which specifies a bend direction of the fur strands, in texture space. 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 red component is the offset along the v texture direction, and the blue component is the offset along the surface normal.

Initial strand dir – this is an RGB map which specifies the initial direction of the fur strands, in texture space. The red component is offset along the u texture direction, the red component is the offset along the v texture direction, and the blue component is the offset along the surface normal.

Geometric detail

Sides – number of sides that fur strands have, By default strands have 3 side, you can vary this value to 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.

Variation

Direction var – 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 var – these add variation to the Length parameter. Values are from 0.0 (no variation) to 1.0.

Thickness var – these add variation to the Thickness parameter. Values are from 0.0 (no variation) to 1.0.

Gravity var – these add variation to the Gravity parameter. Values are from 0.0 (no variation) to 1.0.

Distribution

Type – 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.

Density – this texture 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.