Important information

How the Hair/Fur asset types work:
Everything about the Hair/Fur asset types

Parameters

Target Object: Object Where the curves are parented
UVMap Name: Target Object’s UV Map Name
Hair Material: The material for the hair
Viewport Culling: Use “Viewport Density” while in viewport to speed up processing time
Max Curves Failsafe: If there are more than this amount of curves, they show in viewport.
Seed: Overall Seed

▼ HAIR DENSITY
Mask: Overall Effect Multiplier (can be converted to attribute)
Viewport Density: Hair density in viewport (while Viewport Culling is active)
Render Density: Hair Density in Renders

▼ INTERPOLATION
Interpolation Guides: Amount of guides to be used for interpolation per curve
Interpolation Distance: Distance around each guide to spawn interpolated curves

▼ BASE HAIR
Base Hair Length: Base layer of Hair length
Resolution: Amount of control points of the generated hair curves in renders

▼ HAIR LAYER 2
Probability: Probability for a hair to become a layer 2 hair
Multiply Length: Hair length compared to base hair length

▼ HAIR LAYER 3
Probability: Probability for a hair to become a layer 3 hair
Multiply Length: Hair length compared to base hair length

▼ HAIR PROFILE
Replace Radius: Replace original curve radius
Radius: Curve Radius
Factor Min: Minimum possible radius
Factor Max: Maximum possible radius
Shape: Point of the curve where the maximum radius transitions into the minimum radius

▼ LENGTH VARIATION
Length Variation: Randomly increase and decrease hair length by this factor

▼ FRIZZ
Mask: Overall Effect Multiplier (can be converted to attribute)
Min: Minimum effect a hair can get
Max: Maximum effect a hair can get
Probability: Affected hairs probability (0 = no hairs affected, 1 = every hair is affected)
Shape: Frizz Scale
Strength: Frizz Strength

▼ ROLL HAIR
Mask: Overall Effect Multiplier (can be converted to attribute)
Min: Minimum effect a hair can get
Max: Maximum effect a hair can get
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Probability: Affected hairs probability (0 = no hairs affected, 1 = every hair is affected)
Variation Level: Level of smoothing on the roll path to include shape variation
Roll Length: Length of each curve to be rolled
Roll Radius: Radius of the rolls
Roll Depth: Depth offset of the roll
Roll Taper: Taper of the roll
Retain Overall Shape: Offset the roll along the original curve to retain shape

▼ HAIR NOISE
Mask: Overall Effect Multiplier (can be converted to attribute)
Min: Minimum effect a hair can get
Max: Maximum effect a hair can get
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Probability: Affected hairs probability (0 = no hairs affected, 1 = every hair is affected)
Distance: Overall distance factor for the deformation
Shape: Shape of amount along each curve (0=constant, 0.5=linear)
Noise Scale: Scale of the noise texture by root position

▼ ROOT ROTATION
Mask: Overall Effect Multiplier (can be converted to attribute)
Random Maximum Angle: Maximum possible angle for the random rotation

▼ HAIR CURL
Mask: Overall Effect Multiplier (can be converted to attribute)
Min: Minimum effect a hair can get
Max: Maximum effect a hair can get
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Probability: Affected hairs probability (0 = no hairs affected, 1 = every hair is affected)
Guide Distance: Minimum distance between two guides for new guide map
Curl Start: Percentage along each curve to blend deformation from the root
Radius: Overall radius of the curls
Factor Start: Factor for the radius at the curl start
Factor End: Factor for the radius at the curl end
Frequency: Frequency factor of the curls
Random Offset: Amount of random offset per curve

▼ HAIR CLUMP
Mask: Overall Effect Multiplier (can be converted to attribute)
Min: Minimum effect a hair can get
Max: Maximum effect a hair can get
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Probability: Affected hairs probability (0 = no hairs affected, 1 = every hair is affected)
Guide Distance: Clump Size
Shape: Shape of the influence along curves (0=constant, 0.5=linear)
Tip Spread: Distance of random spread at the curve tips
Clump Offset: Offset of each clump in a random direction
Distance Falloff: Falloff distance for the clumping effect (0 means no falloff)
Distance Threshold: Distance Threshold for the falloff around the guide

▼ HAIR DIRECTION
Global/Local: Direction Global or Local based
Mask: Overall Effect Multiplier (can be converted to attribute)
Min: Minimum effect a hair can get
Max: Maximum effect a hair can get
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Probability: Affected hairs probability (0 = no hairs affected, 1 = every hair is affected)
Direction: Direction of the hair
Length Factor: Increase influence (longer hair gets affected first)
Bend From: The point on curves where they start bending towards direction
Bend To: The point on curves where where the maximum bending angle is reached
Bend Min: Bend minimum effect
Bend Max: Bend maximum effect

▼ SHRINKWRAP
Mask: Overall Effect Multiplier (can be converted to attribute)
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Above Surface: Blend shrinkwrap for points above the surface

▼ FLATTEN
Mask: Overall Effect Multiplier (can be converted to attribute)
Min: Minimum effect a hair can get
Max: Maximum effect a hair can get
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Probability: Affected hairs probability (0 = no hairs affected, 1 = every hair is affected)
Restore Length: Restores original length after the effect

▼ WIND
Mask: Overall Effect Multiplier (can be converted to attribute)
Base Factor: How much the effect affects Base Hair
Layer 2 Factor: How much the effect affects Layer 2 Hair
Layer 3 Factor: How much the effect affects Layer 3 Hair
Wind Direction: Wind Direction
Animation Speed: Wind animation speed
Loop Every: Every how many frames the animation loops
Scale: Wind texture scale (increase to have more variation, decrease to have a more uniform wind across the object)

Fur render with looping wind

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