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).