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FUR EFFECT EXPORT

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  • ottoline

    No - it's generally a shader specific (vray render engine) setting that stays within the CLO3D material stack. So you would need to set that material (fur) back up as a render engine specific material - which means you have to ensure your next software's render engine is capable of doing 'fur'. If you rendering in vray standalone or vray within another app (eg: maya) you could set up the materials again to give pretty much the same effect, however if you were using another render engine eg:keyshot you would need to use their 'fur' material setting possibly changing the entire look of the visual render output. So it is very dependent on the software technology you use in your next workflow.

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  • sudolisa

    Thanks. What about Blender?

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  • ottoline

    No it's still render engine shader specific. You cannot use a vray fur shader in blender Cycles they are different material shader systems. You need to create a new fur shader on those mesh surfaces inside blender. Very easy to do however in Blender Cycles. If you however had the vray render engine in blender - yes you could use those materials - but you would need to buy vray for blender, and not use the free cycles.

    For materials exchange standards between data projects you need to look towards the CG industry standards, however when it comes to particle emitters (fur, hair, etc) you also need to pay specific attention as these are often based on shader system types that are not exchangeable, unlike general hard surface materials where common material exchange standards do exist eg: OpenGL,RSL (Renderman), OSL etc.

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