Material Settings
Material Settings
Using fur material parameters, you can fine-tune the look of the fur.
Fur rendering supports the following textures:
| Parameter Name | Description |
|---|---|
| Diffuse | The texture used for the mesh. |
| Normal Map | Adjustments for per-vertex normals. Note that a busy normal map may reduce the appearance of anisotropic specular highlights, as the normals do not align across the mesh as well. |
| Specular | Specularity of the mesh. |
| Fur Heightmap | A grayscale texture that specifies how fur fades out at different frequencies over the mesh. Without this texture, fur appears blurry and without definition to strands. |

Default fur Shader Params are as follows:
| Parameter Name | Value Range | Description |
|---|---|---|
| Fur Fins Alpha Test | \[0\.0, 1\.0\] | Alpha test value used for fin and shadow passes, if enabled. |
| Fur Length \(cm\) | \[0\.0, 100\.0\] | Maximum length of fur, in centimeters. |
| Fur Maximum Gravity | \[0\.0, 5\.0\] | Maximum amount of gravity to apply to fur. |
| Fur Stiffness | \[0\.0, 1\.0\] | Rigidity of the fur. Higher values cause less bending to occur. |
| Indirect bounce color | Color | Tint for bounce light from global illumination. |
| SSS Falloff | \[0\.0, 5\.0\] | Falloff speed for subsurface scattering influence. |
| SSS Strength | \[0\.0, 5\.0\] | Initial strength of subsurface scattering influence. |
| Threshold for writing depth | \[0\.0, 1\.0\] | For alpha blended fur, the alpha threshold for writing depth. Using this, alpha blended fur works well with post effects such as depth of field. |
When you enable Fur Color Data under Shader Generation Params, the following additional parameters appear:
| Parameter Name | Value Range | Description |
|---|---|---|
| Fur Base Intrusion | \[0\.0, 1\.0\] | Percentage of scaled fur length per vertex to move the base mesh in the negative normal direction. With this parameter, a mesh can provide a similar silhouette with or without fur. |
| Fur Combing Bias | \[0\.0, 5\.0\] | Defines how quickly fur combs from the normal direction to the per-vertex combing direction. |
| Wind Scale | \[0\.0, 1\.0\] | Scale of local wind speed to apply to the fur. |
When you enable Wind bending under Shader Generation Param, the following additional parameters appear in Shader Params:
| Parameter Name | Value Range | Description |
|---|---|---|
| Wind Frequency | \[0\.0, 10\.0\] | Speed at which the wind moves through a set pattern of amplitudes. |
| Wind Phase | \[0\.0, 10\.0\] | Phase offset for wind applied to this material. |
| Wind Scale | \[0\.0, 1\.0\] | Scale of local wind speed to apply to the fur. |
When you enable Fur Blendlayer or Fur Blend color under Shader Generation Params, the following additional parameters appear in Shader Params:
Note
If both Fur Blendlayer and Fur Blend color are enabled, Lumberyard uses only Fur Blendlayer.
| Parameter Name | Value Range | Description |
|---|---|---|
| Fur Self Shadowing Bias | \[0\.0, 5\.0\] | Defines how quickly the blendlayer or blend color fades to the primary diffuse texture color. |
| Fur Self Shadowing Color | Color | With Fur Blend color, the color to apply at the base of the fur. |
| Fur Self Shadowing Map | Texture | With Fur Blendlayer, the texture to apply at the base of the fur. Uses the same UV set as the diffuse texture. |
When you enable Scale fur length under Shader Generation Params, the entity’s scale is factored into the fur length used by the mesh.
When you enable Model Space Z Up under Shader Generation Params, fur combing is computed as Z-up instead of Y-up.
Note
For materials that use the Fur shader, Lumberyard ignores settings for Opacity \(under **Opacity Settings**\) and Emissive Intensity \(kcd/m2\) \(under **Lighting Settings**\).