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Hair and fur are vital details for realistic 3D models, and their texture can vary wildly—whether soft, prickly, tousled, matted, frizzy, spiky, or straight. This course, with animator Aaron F. Ross, shows you how to create, render, and customize all different types of fur in Maya. Fur starts in Maya with the Fur node, where you attach a fur description and define essential properties. Then you'll learn to map fur to your models with texture and style it with the Paint Fur Attributes tool. Plus, discover how to control shading and shadowing, render out your model in Maya or mental ray, and animate dynamic hair with the nHair system. In the end, you'll have textures you can use to create luxuriant heads of hair, fur of many stripes, and even other materials like grass.
If you compare the rendering to the view port, you'll of course see that the view port display is just a very rough approximation of the rendering. We can improve that, let's go ahead and select the fur object and go to the attribute editor. And select the fur feedback shape node. And you'll see three attributes here. That will control the display quality. The fur accuracy is how well this view port corresponds to the actual fur description. With it turned all the way up we will see things like curling and clumping.
With it turned all the way down you're just going to see straight lines that are very simple. That will not affect the rendering. It only affects the viewport. Likewise, these U samples and V samples will only affect the viewport. And this is the number of fur hairs across the surface in U and V, in UV space. If I increase these up to about 100 and 100, then that will basically nearly approximate the density of the fur hairs, if in the fur description this density attribute is at the default of 30,000.
We'll look at this a little bit later, this just controls how many fur hairs there are. With the default density of 30,000 in this case then. U samples and V samples of 100 will fairly closely approximate what we will get when we render.
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