Where is vray fur




















Greater values cause the strands to bend e. See the Bend example below for more information. Adds 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.

See the Taper example below for more information. Fur Scale?? Using this parameter you can control the force that pulls the fur strands down along the Z-direction. Using this parameter you can control the elasticity of the fur strands. When set to 0. When this parameter is set to 0. Higher values make the root wider and the tip thinner. The radius of the individual curl. Specifies the number of curls on a strand. Using this parameter you can specify the radius of the individual curl.

You can control some aspects of VRayFur with texture maps. These can be either bitmaps, or vertex color maps painted directly on the source object. Some of these texture maps like Bend and Initial direction represent vectors in texture space, where the X and Y directions are derived from the U and V directions of a texture UV set.

Bend Direction Texture?? A 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.

Initial Direction Texture?? Every triangle will generate the specified number of fur strands. Specifies the number of strands per squared scene unit. For example, if the the system units are in meters, this parameter specifies the desired number of strands per square meter; if the system units are centimeters, it specifies the number of strands per square centimeter and so on.

Every triangle face has at least one strand. 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. This way, when the option is enabled, the hairs stick to their relative generation points. Else VRayFur is uniformly distributed in any frame. If disabled, the scale factor from the referenced frame is used. Only selected faces for example with a MeshSelect modifier will generate fur.

Only faces with the specified material ID will generate fur. 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 fur strands. When this option is enabled, the W coordinate is the offset along the fur strands 0. The U and V coordinates are still taken from the base object. When enabled, adds curls to the fur.

The radius of the individual curl. The number of curls on a strand. Using this parameter you can specify the radius of the individual curl.

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. 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. Some of the texture maps represent vectors in texture space, where the x and y directions are derived from the u and v directions of a texture mapping channel. This parameter specifies which mapping channel is used.

Smaller faces have fewer strands, larger faces have more strands. Every face has at least one strand. The map is a multiplier for the strand density. Black portions of the map correspond to zero density effectively no fur is generated in these areas.

White represents the normal strand density, as specified by the Distribution parameter. Specifies the length of the fur strands. See the Length example and the Maps example below for more information. Specifies the thickness of the fur strands. It measures the strand radius. See the Thickness example and the Maps example below for more information. Adds a taper to the individual strands of fur. Increasing this value will make each strand thinner at its upper end and wider at its base.

See the Taper example below for more information. Controls the force that pulls fur strands down along the Z-direction. See the Gravity example and the Maps example below for more information. Controls the elasticity of the fur strands. When set to 0. Greater values cause the strands to bend e. See the Bend example and the Maps example below for more information.

Globally controls the scale of the fur in the scene. See the Global Scale example below for more information. Controls the number of connected straight segments the fur strands are rendered in. The Direction, Length, Thickness and Gravity parameters in this rollout add variation to their corresponding parameters from the Parameters rollout. With the settings, I've tried the default settings and also the ones the tutorials use.

I've tried with a specified material and without Tags: None. Be sure the surface is not a backface.. Top part should be white.. Comment Post Cancel.



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