Base map chan – 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. Bend direction map – This is 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 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 map – This is 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 texture direction, the green component is the offset along the v texture direction, and the blue component is the offset along the surface normal. Length/Thickness/Gravity/Bend map – These maps are multipliers for the corresponding parameters where black is a multiplier of 0.0, and white is a multiplier of 1.0. Density map – This 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), and white represents the normal strand density, as specified by the Distribution parameters. Curl map – This map is a multiplier for the strand Curl. Black portions of the map correspond to no curl, and white represents the set curl, as specified by the Distribution parameters. |