|On this page|
This operator provides outputs that represent all the global variables for fur skin shader network. There are no inputs to this operator.
Most of the parameters provided refer to a hair or the skin from which the hair is grown.
Unique ID for each generated curve.
Position on the skin from which each hair is grown.
Amount of hairs per unit area.
Interpolated normal direction from skin.
UV texture coordinates.
Transformation deforming the local skin neighbourhood from its rest position.
The following examples include this node.
This example simulates grass being pushed down by an RBD object. Fur Objects are used to represent the blades of grass and Wire Objects are used to simulate the motion. When a single Fur Object is used to represent the grass, neighbouring blades of grass will have similar motion. Additional objects with different stiffness values can be used to make the motion less uniform. When "Complex Mode" is enabled, two objects are used to represent the grass. The stiffness of each set of curves can be controlled by adjusting the "Angular Spring Constant" and "Linear Spring Constant" parameters on the corresponding Wire Objects.
This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.
This example illustrates how custom shaders can be used to define the appearance of fur generated by the Fur SOP.