2D Fur

 
 
 

DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage shader library.

| Objects | Color | Shape | Gravity | Lights | Render Tree Usage

Shader Type: Output

Output: Color (RGB) value

Creates a 2D process rendered on top of the rendered image. It creates a 2D fur effect on the rendered image, which means you must wait until the initial image is rendered before actually seeing the fur effect.

This shader uses depth information and normal information to position each strand accurately.

Name

The shader's name. Enter any name you like, or leave the default.

Objects

Objects with Fur

Defines which objects in the scene will have the post-process fur effect added to them.

Add: Opens an explorer and allows you to select an object to place fur on. Click outside of the explorer when you have finished selecting. Use Ctrl+click to select multiple objects.

Up, Down: Defines the order in which objects will be used when the fur effect is applied. Objects at the top of the list will be used first.

Delete: Removes the selected object from the object list and no longer applies fur to it.

Color

Use Object Color

Uses the color under the hair (fur) as its ambient color. Ignores the ambient color.

Ambient

Defines the fur's ambient color.

Specular

Defines the fur's specular color.

Specularity

Defines the specularity exponent of the fur (hair). High values result in sharp highlights; low values cause broad highlights.

Brightness Variation

Defines the amount of random brightness variation applied to the ambient color of each hair. This parameter makes each hair a little different than the next, thus adding to the realism.

Brightness Blend

Blends the brightness of the fur with the color of the fur defined with the Ambient parameter.

Transparency

Defines the fur/hair's transparency. A value of 0 results in completely opaque hairs, 1 creates fully transparent hair.

Shape

Freeze Origins

When enabled, the origins of the fur are only sampled in the first rendered frame, and then reused in subsequent frames.

Density

Controls the density of the fur. The higher the value, the more hair is generated per unit square.

High values take longer to render.

Position Randomness

Defines the randomness of the hair placement on the object. When set to 0, the hair grows from evenly placed points; higher values create a more random and natural pattern. Hair placement is consistent from frame to frame.

High values take longer to render.

Direction Randomness

Defines the randomness applied to the hair strand's direction. When set to 0, the hair grows straight out of the object, according to the object's normal. Higher values make the hair growth less uniform.

Limpness

Combines the hairs' gravity, density, and structural rigidity. To make the hair bend easily, increase the value. 0 = very stiff fur.

Long strands of hair bend more easily than short ones, due to their weight. Make sure to consider this when setting the limpness of the hair.

Length

Defines the hair strand's length in object space units.

High values take longer to render.

Length Randomness

Determines the amount of randomness added to the hair length. It is applied from hair to hair and varies to add realism.

At 0, you get a uniform length for each strand;

at 1, some hairs don't appear and others look twice as long as the average length.

Line Width

Defines the width of each strand in pixels.

Segment Length

Defines the length of each hair segment in object space units. Each strand is made up of a number of segments; higher values result in more accurate rendering of the strand shape and highlight color.

Gravity

Gravity Direction

Defines the gravity vector and determines which direction the hair will fall. Usually set to 0, -1, 0 so that hair will fall down.

World Space

On by default, this parameter uses the scene's origin to set the gravity.

Amp

Makes the length of the direction vector equal to the strength of gravity; e.g., doubling the length doubles the gravity.

Lights

Light List

Lets you define a light in your scene that will be used to compute the fur effect.

Render Tree Usage

This output shader isn't used directly in the render tree; rather, it is applied using a pass's shader stack. For more information,