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This operator provides outputs that represent all the global variables for fur guide 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.
Position of each vertex in the generated hair.
Width of the rendered curves.
Position of the current vertex as a fraction of the hair’s length.
Is Parameter Bound
True if clump hairs were provided to the shader.
Position on the skin from which the clump hair is grown.
Clump Point Position
Position on the current vertex of the clump hair.
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.
True if guide hairs were used to produce the initial shape of the current hair.
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.
The Fur SOP is used to instance hair-like curves.
In this case, the Fur SOP is used to create curves that can be used for clumping. A second Fur SOP is used to illustrate how to create hairs that use the clumping geometry.
This example demonstrates how the Fur SOP builds hair-like curves based on guide curves and skin geometry.
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.