Is there any way to retain the diffuse material properties when using VRayFur? I have an ornamental rug that rather than using VRayDisplacement, I thought I’d like to try out the VRayFur approach. However, the moment I add length and distribution, the map disappears. I’ve tried adding the rug map in the Blend direction and Initial direction maps which helps ever so slightly, but still not what I’m looking for. Perhaps VRayDisplacement is the better way to go after all for this sort of rug?
I think you’re better of with displacement or Forest Pack, you can barely see the fabric.
Thanks. But I’m going to be doing some detail work of the furniture, so it will be pretty close up. Otherwise, you’re right about displacement.
This may not be the case at all but in my personal past experience when something looks like that in my scene I check if my UVW map extends all the way to the edges or past and especially if I have tiling turned off in the map options. Looks like you might have tiling turned off in the material map options and your UVW map needs to be a touch bigger.
@hermit.crab Dummy me… I should have read your post more carefully!!! It turns out that I didn’t realize that I needed to apply my carpet map to V-Ray fur. I had the material applied only to the rug geometry! Doh’ Just like you said! And this is why the fur strands were coming in as the wire color! Once I got that sorted out, it’s now working as advertised :p. I need to read more carefully next time! Thanks for your help!
Dave
Are there anywhere examples how to use all the directional maps? The documentation doesn’t show any practical examples.. or did I miss here something?
The directional maps can be used with the VRayFurStyler, or another useful trick is to use a greyscale “bump” map piped through a VRayBump2Normal texture.
Best regards,
Vlado

