Table of Contents

This page provides information about Fur objects in Chaos Vantage.


Overview


Fur is a very simple tool for creating procedural fur.

The Fur parameters are grouped into Basic settings, Variation, and Distribution and Stats tabs.

ButtonDescription

Basic settings – Contains general settings for managing the appearance of fur, such as length, thickness, bend, and more.

Variation setting – Contains advanced settings for managing the appearance of fur by adding variety to individual components.

Distribution and Stats settings – Contains settings for managing the distribution of fur.




UI Path


||Top toolbar|| > Create new Fur object


||Right side panel|| > Objects tab > Create new Fur object



Basic settings


Length – Specifies the length of the fur strands. See Fur Length example below.

Thickness – Specifies the thickness of the strands. See Fur Thickness example below.

Gravity – Controls the force that pulls fur strands down along the scene up-vector. See Fur Gravity example below.

Bend – Controls the elasticity of the fur strands. When set to 0.0, the strands are hard and created as perfectly straight lines. Greater values cause the strands to bend (e.g. under the influence of gravity). See Fur Bend example below.

Taper – Adds a taper to the individual strands of fur. Increasing this value makes the tips thinner and the root wider. See Fur Taper example below.

Source objects – Specifies objects that receive fur. Use the Pick () button to select an object. Use the Delete () button to remove an object.



Variation settings


Direction var. – Adds slight variation to the direction in which fur strands grow from the source object. Any positive value is valid. This parameter should be adjusted according to the scale of the scene. See the Direction Variety example below.

Length var.  – Adds variation to the length. Values range from 0.0 (no variation) to 1.0.

Thickness var.  – Adds variation to the thickness. Values range from 0.0 (no variation) to 1.0.

Gravity var. – Adds variation to the corresponding parameter. Values range from 0.0 (no variation) to 1.0.

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 fur strands. When this option is enabled, the W coordinate is the offset along the fur strands (0.0 is the strand base, and 1.0 is the tip). The U and V coordinates are still taken from the base object.

Curl – When enabled, adds curls to the fur. See the Curl example below.

Curl Radius – Specifies the radius of the individual curl.

Number of curls – Specifies the number of curls on a strand.

Curl radius var. – Adds variation to the curls. Values range from 0.0 (no variation) to 1.0.



Distribution and Stats Settings


Distribution – Specifies how the fur strands are distributed.

Per face – The number of fur strands is calculated per triangular face of the source object. Every triangle generates the specified number of fur strands.

Per area – The number of strands is calculated per squared scene unit.

Hairs per face – Specifies the number of fur strands per triangular face of the source object.

Hairs per unit area – Specifies the number of strands per squared scene units. For example, if 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. See the Hairs per Unit Area example below.

Knots – Fur strands are rendered as several connected straight segments; this parameter controls the number of segments. More segments make the strands smoother, but also add to the render time. More segments are usually needed when the strands are curved (e.g. by the gravity, bend, curl parameters and others). The more straight the strands are, the less segments are needed for a smooth result. See Fur Knot example below.

Segment limit (millions) – A limit for the number of segments to generate for this fur object. The limit is evenly distributed between the source objects. For example, with a limit of 50 million segments and 5 source objects, each source object will generate up to ~10 million segments.



Examples


The following examples demonstrate the effect that individual Fur parameters have on the geometry. Click on any image to view it at a higher resolution.


Fur Length

This examples shows the effect of the Length parameter.


Fur Thickness

This examples shows the effect of the Thickness parameter.


Length = 0.5

Length = 1

Length = 1.5

Length = 2

Length = 4



Thickness = 0.02

Thickness = 0.05

Thickness = 0.1

Thickness = 0.5

Thickness = 1





Fur Gravity

This examples shows the effect of the Gravity parameter.


Fur Bend

This examples shows the effect of the Bend parameter.



Gravity = -5

Gravity = -3

Gravity = -1

Gravity = 0

Gravity = 1

Gravity = 5


Bend = 0

Bend = 0.5

Bend = 1





Fur Taper

This examples shows the effect of the Taper parameter.


Direction Variety

This examples shows the effect of the Direction variety parameter.


Taper = 0

Taper = 0.5

Taper = 1


Direction Var. = 0

Direction Var. = 0.5

Direction Var. = 1





Hairs per Unit Area

This examples shows the effect of the Hairs per unit area parameter. Distribution is set to Per Area.


Knots

This examples shows the effect of the Hairs per unit area parameter. Distribution is set to Per Area.


Hairs per unit area = 1

Hairs per unit area= 5

Hairs per unit area = 10

Hairs per unit area = 30

Hairs per unit area = 50


Knot = 2

Knot = 5

Knot = 15

Knot = 45





Fur Curl

This example shows the effect of the Curl parameter, when Distribution is set to Per Area.



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