Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

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

 


Overview

...

Section
Column
width50%

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 Text Box
typeinfo

It is recommended to use hair materials for hair-based objects used for simulating hairs.

Column
width5%

 


Column
width45%

Image Modified

 

...

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

Basic Parameters

...

Section
Column
width50%

Viewport Preview – Enables preview in the viewport.

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

Max. Preview KnotsSpecifies the maximum amount of knots visible in the viewport preview.

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

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

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

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). See the Bend example below.

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. See the Taper example below.

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

 
Column
width5%


Column
width45%

Hou20_VRay6.2_Fur_BasicImage AddedImage Removed

Anchor
 
length
 
length

...

 

Section
Column
width10%

 


Column
width30%

Example: Length

 

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


 
Column
width20%


Column
width30%

Example: Thickness

 


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


 
Column
width10%


 

Section
bordertrue
Column
width49%
Image slider
minLabel5 cm
maxLabel25 cm
Panel
borderStylenone


Length = 5.00 cm

Panel
borderStylenone


Length = 7.50 cm

Panel
borderStylenone


Length = 10.0 cm

Panel
borderStylenone


Length = 12.5 cm

Panel
borderStylenone


Length = 15.0 cm

Panel
borderStylenone


Length = 17.5 cm

Panel
borderStylenone


Length = 20.0 cm

Panel
borderStylenone


Length = 22.5 cm

Panel
borderStylenone


Length = 25.0 cm

Column
width50%
Image slider
minLabel0.05 cm
maxLabel0.45 cm
Panel
borderStylenone


Thickness = 0.05 cm

Panel
borderStylenone


Thickness = 0.10 cm

Panel
borderStylenone


Thickness = 0.15 cm

Panel
borderStylenone


Thickness = 0.20 cm

Panel
borderStylenone


Thickness = 0.25 cm

Panel
borderStylenone


Thickness = 0.30 cm

Panel
borderStylenone


Thickness = 0.35 cm

Panel
borderStylenone


Thickness = 0.40 cm

Panel
borderStylenone


Thickness = 0.45 cm


 

Anchor
grav
grav

...


 

Section
 
Column
width10%


Column
width30%

Example: Gravity

 


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


 
Column
width20%


Column
width30%

Example: Bend

 


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


Column
width10%

 


Section
bordertrue
Column
width50%
Image slider
minLabel-3 cm
startIndex6
maxLabel3 cm
Panel
borderStylenone


Gravity = -3.0 cm

Panel
borderStylenone


Gravity = -2.5 cm

Panel
borderStylenone


Gravity = -2.0 cm

Panel
borderStylenone


Gravity = -1.5 cm

Panel
borderStylenone


Gravity = -1.0 cm

Panel
borderStylenone


Gravity = -0.5 cm

Panel
borderStylenone


Gravity = 0.0 cm

Panel
borderStylenone


Gravity = 0.5 cm

Panel
borderStylenone


Gravity = 1.0 cm

Panel
borderStylenone


Gravity = 1.5 cm

Panel
borderStylenone


Gravity = 2.0 cm

Panel
borderStylenone


Gravity = 2.5 cm

Panel
borderStylenone


Gravity = 3.0 cm

Column
width50%
Image slider
minLabel0.1
maxLabel1
Panel
borderStylenone


Bend = 0.1

Panel
borderStylenone


Bend = 0.2

Panel
borderStylenone


Bend = 0.3

Panel
borderStylenone


Bend = 0.4

Panel
borderStylenone


Bend = 0.5

Panel
borderStylenone


Bend = 0.6

Panel
borderStylenone


Bend = 0.7

Panel
borderStylenone


Bend = 0.8

Panel
borderStylenone


Bend = 0.9

Panel
borderStylenone


Bend = 1.0

Anchor
taper
taper

...

 

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.

Section
bordertrue
 
Column
width20%


Column
width60%
Image slider
minLabel0.1
maxLabel1
Panel
borderStylenone


Taper = 0.1

Panel
borderStylenone


Taper = 0.2

Panel
borderStylenone


Taper = 0.3

Panel
borderStylenone


Taper = 0.4

Panel
borderStylenone


Taper = 0.5

Panel
borderStylenone


Taper = 0.6

Panel
borderStylenone


Taper = 0.7

Panel
borderStylenone


Taper = 0.8

Panel
borderStylenone


Taper = 0.9

Panel
borderStylenone


Taper = 1

Column
width20%

 

 

Curl



Curl

...

Sectionsection
Column
width50%

Curl – When enabled, adds curls to the fur.

Angle – Specifies the number of curls on a strand. See the Curl Angle example below.

Radius – Specifies the radius of the individual curl. See the Curl Radius example below.

 
Column
width5%


Column
width45%

Image RemovedHou20_VRay6.2_Fur_CurlImage Added


 

Anchor
 
curl
 
curl

...

 

Section
 
Column
width10%


Column
width30%

Example: Curl

radius

Radius

 


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


 
Column
width20%


Column
width30%

Example: Curl Angle

 


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


 
Column
width10%


 

Section
bordertrue
Column
width50%
Image slider
minLabel1
maxLabel4
Panel
borderStylenone


Curl radius Radius = 1

Panel
borderStylenone


Curl radius Radius = 1.25

Panel
borderStylenone


Curl radius Radius = 1.5

Panel
borderStylenone


Curl radius Radius = 1.75

Panel
borderStylenone


Curl radius Radius = 2

Panel
borderStylenone


Curl radius Radius = 2.25

Panel
borderStylenone


Curl radius Radius = 2.5

Panel
borderStylenone


Curl radius Radius = 2.75

Panel
borderStylenone


Curl radius Radius = 3

Panel
borderStylenone


Curl radius Radius = 3.25

Panel
borderStylenone


Curl radius Radius = 3.5

Panel
borderStylenone


Curl radius Radius = 3.75

Panel
borderStylenone


Curl radius Radius = 4

Column
width50%
Image slider
minLabel2
maxLabel8
Panel
borderStylenone


Curl Angle = 2

Panel
borderStylenone


Curl Angle = 3

Panel
borderStylenone


Curl Angle = 4

Panel
borderStylenone


Curl Angle = 5

Panel
borderStylenone


Curl Angle = 6

Panel
borderStylenone


Curl Angle = 7

Panel
borderStylenone


Curl Angle = 8

...


Level of Detail

...

Section
Column
width50%

Tessellation – 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 – Specifies the desired edge length, in pixels, of each final segment of the fur strands when Tessellation 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.

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.

 
Column
width5%


Column
width45%

Image Removed

...

Hou20_VRay6.2_Fur_DetailImage Added

 


Varience

...

Section
Column
width50%

Direction – Specifies a variation of the direction parameter.

Length –  Specifies – Specifies a variation of the length parameter.

Thickness –  Specifies – Specifies a variation of the thickness parameter.

Gravity –  Specifies – Specifies a variation of the gravity parameter.

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

 
Column
width5%


Column
width45%

Image RemovedHou20_VRay6.2_Fur_VarianceImage Added

...


Distribution

 

Distribution

...

Section
Column
width50%

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

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.

Lock To Surface – When distribution is Per Area and fur is assigned to an animated surface, it locks the hair count to the generated hairs from the reference frame.

Reference Frame – When distribution is Per Area, specifies the frame at which the source object is captured to calculate the face area.

UI Text Box
typenote

Per Area distribution type does not work with packed alembic primitives.

Column
width5%

 


Column
width45%

Image Removed

 

 

Hou20_VRay6.2_Fur_DistributionImage Added

Source: Per Face

Image Added

Source: Per Area


Anchor
distr
distr
 

...


Example: Distribution

 


Section
 
Column
width10%

Column
width30%

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

 
Column
width20%


Column
width30%

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

 
Column
width10%


 

Section
Column
width50%
Image slider
minLabel1
maxLabel32
Panel
borderStylenone


Distribution per face Per Face = 1

Panel
borderStylenone


Distribution per face Per Face = 2

Panel
borderStylenone


Distribution per face Per Face = 4

Panel
borderStylenone


Distribution per face Per Face = 8

Panel
borderStylenone


Distribution per face Per Face = 16

Panel
borderStylenone


Distribution per face Per Face = 32

Column
width50%
Image slider
minLabel0.2
maxLabel1
Panel
borderStylenone


Distribution per area Per Area = 0.02

Panel
borderStylenone


Distribution per area Per Area = 0.03

Panel
borderStylenone


Distribution per area Per Area = 0.04

Panel
borderStylenone


Distribution per area Per Area = 0.05

Panel
borderStylenone


Distribution per area Per Area = 0.06

Panel
borderStylenone


Distribution per area Per Area = 0.07

Panel
borderStylenone


Distribution per area Per Area = 0.08

Panel
borderStylenone


Distribution per area Per Area = 0.09

Panel
borderStylenone


Distribution per area Per Area = 0.1

 

Options

...

Section
Column
width50%

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.

 
Column
width5%


Column
width45%

Image Removed

 

...

Hou20_VRay6.2_Fur_OptionsImage Added


Textures

...

Section
Column
width50%

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 U texture direction, the green component is the offset along the v 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 U texture direction, the green component is the offset along the v 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.

 
Column
width5%


Column
width45%

Image Removed

 

...

Hou20_VRay6.2_Fur_TexturesImage Added



...


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. 

...

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


Section
 
Column
width5%


Column
width30%

Bend direction map (XYZ or RGB)

Column
width30%

Initial direction map (XYZ or RGB)

Column
width30%

Length map (mono)

 
Column
width5%



 

Section
Column
width5%

 


Column
width30%

Thickness map (mono)

Column
width30%

Gravity map (mono)

Column
width30%

Bend map (mono)

 
Column
width5%



 

Section
 
Column
width20%


Column
width30%

Density map (Mono)

Column
width30%

Curl map (Mono)

Column
width20%

 

 

 

 

...