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This also means that obviously we can also use different image textures to obtain fur materials
different from the material of the particle emitter: for example, in the following screenshot, the
tiger.png image texture has been used only for the fur, whereas the base_stuff material
still uses the teddybear.png texture (and, honestly, this is blatantly visible... better to use the
same image both for fur and emitter):
The rendered Suzanne_tiger object
The Suzanne_tiger object also has two different particle systems to create the fur,
tigerfur_long and tigerfur_short, and three Vertex Groups to modulate the fur
appearance, density_long, density_short, and length.
To take a look at the Suzanne_tiger object, open the 9931OS_08_tiger.blend file.
See also
F http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/
Hair_Rendering
F http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/
Nodes/More
F http://blenderdiplom.com/en/tutorials/all-tutorials/536-
tutorial-fur-with-cycles-and-particle-hair.html
F http://cgcookie.com/blender/2014/04/24/using-cycles-hair-bsdf-
node/
 
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