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:
  1. Before proceeding, please set the fabric material’s rendering type to “Fur”.
  1. 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
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.
*Note: Longer lengths may significantly reduce rendering speed.
Thickness
Specify the thickness of individual hair strands. Higher values result in thicker hair.
*Note: Thicker hair may slow down rendering performance.
Bend
Specify the curl intensity of the hair. Higher values result in more pronounced bending under gravity.
*Note: A higher value increases the visible bending effect caused by 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.
*Note: A higher value creates a finer tip, whereas a lower value makes the tip thicker and closer to the root's diameter.
Density
Specify the hair density. Higher values result in denser hair coverage, while lower values create a more sparse distribution.
*Note: Higher density may slow down rendering performance.
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.
*Note: Fewer segments result in straighter hair. This has a significant visual impact on long hair, but minimal effect on short hair.
Gravity Force
Random Length
Random Thickness
Random Direction
Random
Gravity

Shading

Basic
Independent Color
The fur and hair use independent color settings respectively.
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.
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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