Fur procedural shader

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Hi! Can I assign fur procedural at sop context? It's not working!
Thanks

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furmaterial.hipnc (112.0 KB)

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Any idea?
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Hi! Can I assign fur procedural at sop context? It's not working!
Thanks

The geometry for an object can be defined either by the SOP's geometry or the procedural shader, but not both.

Therefore, it isn't possible to assign a procedural shader on the geometry.

I hope that makes sense?

For example, try to think what mantra would have to do if you had two polygons, and tried to render one as a delayed read archive, and the other as the polygon as defined by the SOP…
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Hi Mark! Yes. that makes sense.
But what about if I really want to assign two different fur types into one geometry? Is there any trick to implement such hack?)) :idea:
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Your best bet is to split out the geometry into two different objects then apply procedurals with different settings to each object. The procedural is “object oriented” in the sense that one object gets the same settings, so this is the best and probably only realistic way to do it.

It also makes things a lot clearer in your scene as you can name each object FUR_fuzz and FUR_long or whatever is appropriate.

Cheers,

Peter B
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Thanks Mark, Peter.
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