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.

Tip

A 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 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. See FurFeedbackShape Node for descriptions.

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.

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.