3ds Max fur is really badly implemented

loocas | 3ds Max,opinions,technical | Saturday, June 6th, 2009

Have you ever experienced, all of a sudden, Max to stop rendering furry objects? No matter what you do, no matter how hard you try, no nothing, it just won’t! Also, another great thing is the shading of the fur. You can setup fancy lights, fancy shadows, nice speculars etc… and then you realise your fur is totally overbrightened from… hell I know?!

I really envy the 3Delight implementation of Shave and a Haircut’s hair/fur geometry and the shaders, they work beautifully and exactly you want (obviously, you wrote the shader so if it wasn’t working the way you wanted, it’d be a huge bug).

Anyways, 3ds Max’s hair and fur is really, really, bad. It’s not even good for low-budget, low-end productions, it’s completely useless. The only thing that might have a chance of pushing it a bit farther was mrPrim rendering. But then again, mental ray is also such a terrible renderer (at least in 3ds Max) and then again, hair and fur is so buggy in Max it isn’t even worth mentioning.

Man I hope Autodesk does something about this issue soon, or everyone will have to move to proprietary solutions for hair and fur stuff. As they’ve been doing forever anyways… *sigh*


  1. I’ve found you can get rid of the brightness problem by making sure all your lights have shadows turned on. I think it works because the top fur shadows the fur beneath it, darkening it. Without shadows it all comes out really bright.

    As for the fur suddenly and magically not working, and nothing gets it to go again…if anyone finds a solution to that problem I owe you a beer. I’m currently working with fur in Max on a low budget project…and yeah, it sucks :(

    Comment by Arch — August 31, 2009 @ 07:54

  2. Hair farm is the answer

    Comment by dddd — June 3, 2010 @ 17:52

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