Fur Editor
发布于:2025-07-17
Supports real-time ray-traced rendering.
Supports clustering effects controlled by follicles and guide lines
(Fur clustering is only supported in ray-traced rendering mode).
Operation Method:
Before proceeding, please set the fabric material’s rendering type to “Fur”.
Select the fabric ▶ Property Editor ▶ Material Property ▶ Fur Editor ▶ Fur Presets
Fur Editor Window
Note: To view the editing effect in real time within the Fur Editor, ray tracing rendering must be enabled in the preview window.
Fur Preset
Fur Preset | Angora | |
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Brushed | ||
Coral Fleece | ||
Felt | ||
Fox | ||
Lambs wool | ||
Light Milling | ||
Milling | ||
Mink skin | ||
Mohair | ||
Muskrat Belly | ||
Neat | ||
Plush | ||
Rabbit | ||
Raw edge Denim | ||
Sherpa Fleece | ||
Strong Milling or Overwash | ||
Terry Cloth |
Geometry
Single Fur Geometry | Length | Specify the length of the hair. Higher values result in longer hair. | |
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Thickness | Specify the thickness of individual hair strands. Higher values result in thicker hair. | ||
Bend | Specify the curl intensity of the hair. Higher values result in more pronounced bending under gravity. | ||
Taper | Adjust the thickness variation between the root and the tip of the hair. Higher values make the hair tip thinner, while lower values result in more uniform thickness from root to tip. | ||
Density | Specify the hair density. Higher values result in denser hair coverage, while lower values create a more sparse distribution. | ||
Segments | When the hair is long and highly curved, more segments are required to achieve smooth and realistic bending. In contrast, short and straight hair is less affected by the number of segments. | ||
Gravity Force | |||
Random Length | |||
Random Thickness | |||
Random Direction | |||
Random Gravity |
Shading
Basic | Independent Color | The fur and hair use independent color settings respectively. | ||
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Color | Base color of the hair | |||
Black Amount | ||||
Glossiness | ||||
Softness | ||||
Gradient color | Gradient Color | |||
Middle color | ||||
Tip Color | ||||
Middle Position | ||||
Tip Position | ||||
Interpolation | Ensure a more natural color transition from the base, through the midsection, to the tip of the hair. |
Fur Cluster
Purpose: To group hair strands in order to create a clustered effect.
First Cluster | Cluster Type | Tip Cluster | Based on the vertices on the model surface as basic units, adjacent or related vertices are grouped into "clusters." Each cluster serves as the growth origin of hair and controls the overall attributes of the hair within that cluster. The hair tips converge toward the tips of the guide lines. Clustering vertices emphasizes the spatial aggregation of vertices, making it suitable for simulating short, dense hair materials with no obvious directionality or low precision requirements. | |
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Path Cluster | Using the curved paths on the model surface as the basis, hairs distributed along each path are grouped into "clusters." The hairs in each cluster grow along the direction of the path, with attribute variations adjustable along the path. Each segment of the hair converges toward the guide lines. Path-based clustering emphasizes the directionality and continuity of the paths, making it suitable for simulating long hairs with clear growth trajectories or hair materials requiring precise dynamic control. Both methods are often combined—for example, in faux fur simulation, path-based clustering controls the overall direction while vertex-based clustering fine-tunes local density—to achieve more natural hair effects. | |||
Intensity | Indicates the clustering intensity of each hair cluster. The value ranges from [0, 1]. A higher value results in a more pronounced clustering effect and a sharper shape. In other words, the intensity controls the size of the cluster at the tip of the hair, while the follicle density controls the size of the cluster at the base. | |||
Cluster Radius | Cluster radius refers to a circular area defined on the model surface, centered on a vertex or base point. All vertices or hairs within this radius are grouped into the same cluster. | |||
Cluster Sharpness | A key parameter for controlling the boundary sharpness of hair clusters and the consistency of hairs within each cluster. By adjusting the smoothness of transitions between clusters and the uniformity of hair shapes within a cluster, it enables visual effects ranging from soft blending to clear separation. This parameter is commonly used to enhance the sense of layering and achieve stylized expressions in hair materials. | |||
Random Intensity | Adjusts the randomness of hair clustering intensity. The value ranges from [0, 1]. A higher value results in greater variation in clustering strength, leading to a more irregular clustering effect. | |||
Random Arrangement | ||||
Random Height | Adjusts the randomness of hair length based on the defined base length parameter. A higher value results in more irregular variations in hair length. | |||
Random Direction | Adjusts the directional randomness of each hair cluster. The value ranges from [0, 1]. A higher value results in more chaotic and irregular orientations of the hair clusters. |
Second Cluster | A microscopic subdivision based on an initial clustering process, used to generate smaller sub-clusters within a primary hair cluster. This enhances local detail and layering of the hair, similar to the branching structure of a tree. | |||
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