GlossaryΒΆ

  • Ambient Scale
    • The strength of ambient light in the scene.
      • A value range of 0 to 1 can be used.
  • Backstop
    • A representation of the GrowthMesh that helps keep the fur from penetrating the surface.
      • A value range of 0(not applied) to 1(applied at a radius determined by the length of fur and mesh density) can be used.
  • Clump Noise
    • The strength of noise used to determine which fur strands are included in various clumps.
      • A value range of 0(no noise applied) to 1(maximum noise applied) can be used.
  • Clump Scale
    • The strength that clumping is applied to fur.
      • A value range of 0(no clumping) to 1(maximum clumping) can be used.
      • A black and white control texture can be used as multiplier.
  • Clump Shape
    • Determines the shape of each clump.
      • A value range of 0.2 (concave profile to the clump) to 2(convex profile to each clump) can be used.
      • A black and white control texture can be used as multiplier.
  • Damping
    • The strength of damping applied to fur. Damping is the effect of reducing oscillations in a system.
      • A value range of 0(not applied) to .1(maximum amount applied) can be used.
  • Density
    • How dense the interpolation of strands are between guide curves. Max is 64 per face.
      • A value range of 0(no Fur strands) to 1(maximum Fur strands applied) can be used.
      • A black and white control texture can be used as multiplier.
  • Diffuse Blend
    • The strength of blend between the fur and body shader.
      • A value range of 0 to 1 can be used.
  • Diffuse Scale
    • The strength of diffuse materials in the scene.
      • A value range of 0 to 1 can be used.
  • Global Stiffness
    • The stiffness of the entire fur strand.
      • A value range of 0(not stiff) to 1(maximum stiffness) can be used.
      • A black and white control texture can be used as multiplier.
  • Gravity
    • What goes up, must come down. The direction for gravity relative to fur.
  • Root Stiffness
    • The stiffness of the root of the fur strand.
      • A value range of 0(not stiff) to 1(maximum stiffness) can be used.
      • A black and white control texture can be used as multiplier.
  • Root Width Scale
    • The width of the root of each fur strand. This value is multiplied by the Width control
      • A value range of 0(thin) to 1(wide) can be used.
      • A black and white control texture can be used as multiplier.
  • Shadow Attenuation
    • Define.
  • Specular Color
    • The color(RGB) that is applied to primary and secondary specular components.
  • Specular Primary Scale
    • The strength of the primary specular component.
      • A value range of 0 to 1can be used.
  • Specular Primary Shininess
    • The strength of the fall off for the primary specular component.
      • A value range of 0 (soft falloff) to 1(hard falloff) can be used.
  • Specular Secondary Scale
    • The strength of the secondary specular component. The secondary specular pattern or hot spots can be slightly different from the primary.
      • A value range of 0 to 1 can be used.
  • Specular Secondary Shininess
    • The strength of the fall off for the secondary specular component.
      • A value range of 0 (soft falloff) to 1(hard falloff) can be used.
  • Specular Secondary Tangent Offset
    • The strength for how much the secondary specular component will be offset from the primary specular component based on the lighting direction.
      • A value range of -1 to 1 can be used. 0 is the default and would line up with the primary specular component.
  • Tip Width Scale
    • The width of the tip of each fur strand. This value is multiplied by the Width control
      • A value range of 0(thin) to 1(wide) can be used.
      • A black and white control texture can be used as multiplier.
  • Waviness Frequency
    • The strength of Waviness Frequency applied to each fur strand.
      • A value range of 1(1 sin wave ) to 10(10 sin waves applied) can be used.
  • Waviness Frequency Noise
    • The strength of noise applied to Waviness Frequency for each fur strand.
      • A value range of 0(not applied) to 1(maximum amount applied) can be used.
  • Waviness Scale
    • The strength of Waviness Frequency applied to each fur strand.
      • A value range of 0(not applied) to 1(maximum amount applied) can be used.
  • Waviness Scale Noise
    • The strength of noise applied to Waviness Scale for each fur strand.
      • A value range of 0(not applied) to 1(maximum amount applied) can be used.
  • Width
    • The overall Width of each fur strand. This value multiplies Root Width and Tip Width globally across the asset.
      • A value range of 1(results in base values for Root Width and Tip Width) to 10(maximum Width) can be used.
  • Wind Noise
    • The strength of random noise applied to Wind. This generates a random oscillation on the fur that respects wind direction if one is applied.
      • A value range of 0 to 1 can be used.