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
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.
|
The shader's name. Enter any name you like, or leave the default.
|
Objects
|
Defines which objects in the scene will have the post-process fur effect added to them. 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.
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.
Removes the selected object from the object list and no longer applies fur to it.
|
Color
|
Uses the color under the hair (fur) as its ambient color. Ignores the ambient color.
|
|
Defines the fur's ambient color.
|
|
Defines the fur's specular color.
|
|
Defines the specularity exponent of the fur (hair). High values result in sharp highlights; low values cause broad highlights.
|
|
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.
|
|
Blends the brightness of the fur with the color of the fur defined with the Ambient parameter.
|
|
Defines the fur/hair's transparency. A value of 0 results in completely opaque hairs, 1 creates fully transparent hair.
|
Shape
|
When enabled, the origins of the fur are only sampled in the first rendered frame, and then reused in subsequent frames.
|
|
Controls the density of the fur. The higher the value, the more hair is generated per unit square. High values take longer to render.
|
|
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.
|
|
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.
|
|
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.
|
|
Defines the hair strand's length in object space units. High values take longer to render.
|
|
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.
|
|
Defines the width of each strand in pixels.
|
|
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
|
Defines the gravity vector and determines which direction the hair will fall. Usually set to 0, -1, 0 so that hair will fall
down.
|
|
On by default, this parameter uses the scene's origin to set the gravity.
|
|
Makes the length of the direction vector equal to the strength of gravity; e.g., doubling the length doubles the gravity.
|
Lights
|
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,