• Generally, it is recommended to distribute a given amount of hairs on several smaller fur nodes instead of assigning the same amount of hairs to a single, larger object. The smaller, lighter objects will render more efficiently.

  • It is more efficient to lower the fur density than increasing the baldness attribute.

  • If parts of a polygonal model need to be bald, it is recommended to exploit the fact that UVs outside of the [0 - 1] range don't receive any fur. This fact can be used with the first tip on a polygonal model to create several fur nodes on one model. Simply define as many UV sets as there will be fur nodes. Attach all fur descriptions to the model. Finally, make sure each fur description node has its relevant uvsetName[x] attribute connected to the correct uvset[y].uvSetName attribute of the polygonal model.

  • When a polygonal model has some fur and is deformed, the UV set used for the fur should contain no concave regions. The concavities can cause problems when deformation blur is rendered. Alternatively, the problem can be avoided by fixing the model's triangulation by using the Triangulate option of the Maya Mesh menu.

  • FurFeedback nodes have the Visible In Reflections and Visible In Refractions render stats attributes turned off by default. Since almost all other Maya objects have these attributes turned on by default, it is easy to forget to turn on these attributes and wonder why Maya Fur isn't reflected or refracted at all.

  • FurFeedback nodes have a U Samples and a V Samples attributes that are supposed to affect how many hairs are rendered in the scene view, without changing how the fur is actually rendered in an image. However, the clumping frequency changes related to these values in Maya Software and Mental Ray renderers. 3Delight for Maya does not use the U / V Samples attributes. To raise clumping frequency pass its maximum value of 100, use the Clumping Frequency attribute of a Geometry Attribute Node attached to the FurFeedback node.