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You can simulate tapering of the fur strands for VRayFur if you map the opacity of the material along the strands, so that they are more transparent towards the tips:
Well, it works, but it needs some more development time; I'll see if I can release something separately from V-Ray. It is essentially a vertex paint modifier, but designed to generate textures specifically for V-Ray fur.
That's a good tip, thanks!
Would you consider adding a totally flat geometry type as well? Basically just a plane with as many height segments as specified in the knots setting. The plane could have normal UV coordinates, and would be useful for doing special things like feathers, or for mapped grass cards for distant objects. I guess the challenge to work out is the orientation of each fur object around the z axis?
You can simulate tapering of the fur strands for VRayFur if you map the opacity of the material along the strands, so that they are more transparent towards the tips:
Best regards,
Vlado
Can anyone tell me how to "map the opacity of the material along the strands"?
You can simulate tapering of the fur strands for VRayFur if you map the opacity of the material along the strands, so that they are more transparent towards the tips:
Best regards,
Vlado
Can anyone tell me how to "map the opacity of the material along the strands"?
thanks!
You need to use the W mapping coordinates. So add a gradient ramp to the opacity slot of the fur's material, and change the mapping from UV to WU.
Is it normal that when you put any texture into the diffuse slot, the rendering becomes very very slow? For example I swapped the gradient from the opacity to the diffuse channel. If I try another texture, even simple ones, it gets very very slow.
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