Graphics Reference
In-Depth Information
Using Fur and Replicators to Populate the Scene
Unlike the interior of a building, the exterior has a lot of small, random objects. Grass, rocks, trees, and other
natural objects cannot always be placed manually in a scene. Random placement is key to the believability
of these elements. Fur is a common feature in 3D applications and with a little adjustment can be modified
to create grass. Random object instancing is also employed to make up the random selections of natural ob-
jects such as rocks and leaves. Modo uses a system called replicators to handle this task.
Using Fur
Hair and fur are typically complex topics. Most artists working in architectural visualization do not require
complete implementation of a fur system. Therefore, this section covers the topic in a simpler manner so
that you can see it as a useful tool rather than a side feature with too many options to implement without a
significant amount of time dedicated to study and experimentation. Rather than spend time going over all of
the possible functions of the fur material, I will show you how to use it to create grass and how to manipulate
some of the settings to adapt it to suit your needs.
Fur is a version of what is known as a particle generator . Particles—in this case, small strips of poly-
gons—are scattered randomly on a given surface by using a procedural pattern to mimic random placement.
Individual particles can derive their color and other properties from the base material, from a texture at-
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