FurFeedbackShape node
 
 
 

Below are descriptions of the attributes in the FurFeedbackShape node. To see these attributes, select the fur on the object’s surface and open the Attribute Editor (Ctrl+a).

Related topics

Render Stats

These are descriptions of the attributes in the Render Stats section. These render settings are unique to each fur feedback node.

Primary Visibility

When on, the fur is visible in the view and renders.

TipA fur shadow will render if its Primary Visibility is off and Cast Shadows is on. This also applies to reflections and refractions.
Casts Shadows

Turns on the shadow casting ability of the fur. To make shadows render faster, for fur that does not need to cast shadows, turn off Casts Shadows.

Receive Shadows (mental ray)

Turns on the shadow-catching ability of the fur. Works only when using the mental ray for Maya renderer.

Motion Blur (mental ray)

Turns on motion blur for the fur. You must also turn on Motion Blur in the Render Settings window. Works only when using the mental ray for Maya renderer.

Visible in Reflections (mental ray)

When on, the fur reflects in reflective surfaces. Works only when using the mental ray for Maya renderer.

Visible in Refractions (mental ray)

When on, the fur refracts in transparent surfaces.Works only when using the mental ray for Maya renderer.

mental ray

These are descriptions of the options in the mental ray section of the FurFeedbackShape node. These mental ray settings are used when the fur object is rendered in mental ray.

Visible In Transparency

Uncheck this option so that the fur object is not be visible if behind another, transparent object.

Transmit Transparency

Uncheck this option so that transparency rays do not transmit through the fur object and treat the object as if it were opaque.

Final Gather Cast

Uncheck this option so that the fur object does not contribute any light to final gather.

Final Gather Receive

Uncheck this option so that the fur object does not receive any final gather light.

Anti-aliasing Sampling Override

Use the Min Sample Level and Max Sample Level attributes to set the range of samples used for the fur object. Note that the min and max sample level values set for the fur are bound by the global min and max sample level values, found in the Render Settings dialog. See Anti-Aliasing Quality in the Rendering guide for more information regarding the global sample level values.

Min Sample Level

This is the minimum number of samples per pixel used when processing an image, specific to the fur object. This value is clamped to the global min sample level value. For example, if the fur-specific min sample level is set to -1 and the global min sample level is set to 1, then the global setting of 1 will be used. Based on Contrast Threshold(adaptive) settings, mental ray for Maya will increase these samples as needed.

Max Sample Level

This is the maximum number of samples per pixel used when processing an image, specific to the fur object. This value is clamped to the global max sample level value. For example, if the object-specific max sample level is set to 3 and the global max sample level is set to 2, then the global setting of 2 will be used.

Rasterizer Shading Quality Override / Shading Quality

This attribute controls the rasterizer’s shading samples for the fur object only. See Rasterizer Quality in the Rendering guide for more information.

Final Gather Override

When on, you can set fur-specific final gather options to override the global final gather settings that you have set in the Render Settings window.

Final Gather Rays

Controls how many rays are shot in each final gathering step to compute the indirect illumination. The default is 1000 per sample point, but this tends to be high for test renders (renders can take hours). Test rendering at lower values, usually 100 or 200, is sufficient; higher values are required for final renders. Increasing the value reduces noise but also increases the rendering time. The setting for Final Gather Rays uses the ghosting settings from Window > Settings/Preferences > Preferences > Display > Animation.

Min Radius, Max Radius

Max Radius and Min Radius control the size of the sampling region within which Final Gather rays search for irradiance information from other surfaces.

With the default values, Maya calculates values that seem appropriate based on scene dimensions to speed up the render, but this calculation doesn’t allow for complex geometry. Generally, enter a value that is 10% of scene’s overall dimension for the Max Radius, then enter 0.0 for Min Radius. Make further adjustments based on scene geometry detail, how the geometry is arranged in the scene, and how the render looks. For example, use smaller radii to achieve better detailing in nooks and crannies in your scene.

View (Radii in Pixel Size)

This option causes the Min Radius and Max Radius of final gather rays to be calculated in pixel size, rather than in object space. This allows you to set the visual quality in pixel size, without knowing the object or scene bounds.

Filter

Use this to control how Final Gather uses a speckle elimination filter to prevent samples with extreme brightness from skewing the overall energy stored in a Final Gather sampling region.

Neighboring samples are filtered so that extreme values are discarded in the filter size. By default, the filter size is 1. Setting this to 0 disables speckle elimination, which can add speckles but will better converge towards the correct total image brightness for extremely low accuracy settings. Size values greater than 1 eliminate more speckles and soften sample contrasts. Sizes greater than 4 or so are not normally useful.

Global Illumination Override

When enabled, you can set fur-specific global illumination options to override the global global illumination settings that you have set in the Render Settings window.

Global Illum Accuracy

Change the number of photons used to compute the local intensity of global illumination. The default number is 64; larger numbers make the global illumination smoother but increase render time.

Global Illum Radius

Controls the maximum distance at which mental ray for Maya considers photons for global illumination. When left at 0 (the default), mental ray for Maya calculates an appropriate amount of radius, based on the bounding box size of the scene. If the result is too noisy, increasing this value (to 1 to start, then by small increments up to 2) decreases noise but gives a more blurry result. To reduce the blur, you must increase the number of global illumination photons (Global illumination Accuracy) emitted by the light source.

Caustics Override

When enabled, you can set fur-specific caustics options to override the global caustics settings that you have set in the Render Settings window.

Caustic Accuracy

Controls the number of photons used to estimate the caustic brightness. The default is 64. Higher settings (up to 100 to start, tested in small increments) make the caustic smoother.

Caustic Radius

Controls the maximum distance at which mental ray for Maya considers photons for caustics. When left at 0 (the default), mental ray for Maya calculates an appropriate amount of radius, based on the bounding box size of the scene. If the result is too noisy, increasing this value (to 1 to start, then by small increments up to 2) decreases noise but gives a more blurry result. To reduce the blur, you must increase the number of caustic photons (Caustic Accuracy) emitted by the light source.

Override Maximum Displace

When enabled, you can set fur-specific maximum displacement options to override the global Max Displace settings that you have set in the Render Settings window.

Maximum Displace

Specifies the maximum displacement applied to object control points in a normal direction. This provides control over the otherwise automated displacement range to better focus tessellation where most needed. Set this value if you have any displaced objects in your scene. See mental ray Overrides in the Rendering guide for more information.

Object Display

This attribute controls the overall display settings for the fur object.

Visibility

When this attribute is on, the current fur object is visible in the scene view. When this attribute is off, the current fur object is hidden in the scene view.

Template

When this attribute is on, the current fur object appears as a template. See Display > Object Display and Make an object unselectable (template).

LOD Visibility

If the current fur object is connected to a lodGroup node, then this check box displays the Hide/Show status of the fur object’s display level. Also, this attribute is read-only.

If the current fur object is not connected to a lodGroup node, this attribute turns off the fur object’s visibility in the scene view.

Ghosting Information

Displays and allows you to set the ghosting settings for the fur object. For more information on ghosting, see Ghosting animated objects in the Animation guide.

Ghosting

When enabled, you can modify the ghosting settings for the fur object.

Ghosting Control

Lets you choose a type of ghosting for the fur. You can select any one of the following:

Global Preferences

Uses the ghosting settings from Window > Settings/Preferences > Preferences > Display > Animation.

Custom Frames

Generates ghosts at the frames specified in the Frames To Display field.

Custom Frame Steps

Controls the number and spacing of ghosts for frames.

Custom Key Steps

Controls the number and spacing of ghosts for keyframes.

Keyframes

Generates ghosts at the range of keyframes defined by the Frame Range options.

Pre Steps

Only available when the ghosting type is Custom Frame Steps or Custom Key Steps.

When the ghosting type is set to Custom Frame Steps, this field sets the number of ghosts that appear before the current frame. Spacing of these ghosts is defined by the Step Size field.

When the ghosting type is set to Custom Key Steps, this field sets the number of ghosts that appear before the current frame. Spacing of these ghosts is defined by the number of keyframes on an object and the Step Size.

Post Steps

Only available when the ghosting type is Custom Frame Steps or Custom Key Steps.

For Custom Frame Steps, this field sets the number of ghosts that appear after the current frame. Spacing of these ghosts is defined by the Step Size field.

For Custom Key Steps, this field sets the number of ghosts that appear after the current frame. Spacing of these ghosts is defined by the number of keyframes on an object and the Step Size.

Step Size

Only available when the ghosting type is Custom Frame Steps or Custom Key Steps.

For Custom Frame Steps, Step Size determines the number of frames between each ghost. For example, if the Step Size is 10, every tenth frame is ghosted.

For Custom Key Steps, Step Size and the number of keyframes control the spacing of ghosts. For example, if the Step Size is 2, then every other key is ghosted.

Custom Frames

Lets you define a list of frames at which ghosts are generated for the current object. When entering frame numbers, use the following syntax:

#, #, #, #

For example: 1, 5, 10, 15. This field is available only when the ghosting type is Custom Frames.

Start Frame

The frame at which the ghosting of keyframes begins.

End Frame

The frame at which the ghosting of keyframes ends.

Bounding Box Information

This attribute displays bounding box information for the object, but the information is not editable. For more information on bounding boxes, see bounding box in the Glossary.

Drawing Overrides

In this section, you can view and change drawing override settings for the FurFeedbackShape node.

Node Behavior

Adjusting these settings changes the behavior of the FurFeedbackShape node. For more information, see Node behavior in the Basics guide.