How it all works
Speed
Styling an animal requires absolute and total control of each and every parameter of the fur.

To gain that kind of control, FurDesigner uses the UV parameters of the surface in a way that allow it to bend a hair around the different U and V “axis” as defined by the way the model is build. So the system only grows hairs on Patches and NURBS, because polygon surfaces don't have the nessesary UV information to make the styling doable.

If you consider a default Softimage|3D sphere, the U mapping starts at the top (where all the lines meet) and the V mapping is basically slices into the sphere. So if you bend the hairs ‘along’ the U axis the hairs will point up or down, and if you bend the hairs along the V axis the hairs will give a spinning pattern around the sphere, when seen from the top.
 

A polygon model don’t have the same information, if I were to build hairs on a polygon model, you would have 3 parameters, direction on X,Y and Z, which could work, but not give sufficient control to style the fur probablty.

The fur on the Polar bear images consists of 834.000 individual strain of hairs. Each hair consists of 15 segments, and each segment has 8 polygons to it. That is a total of 100.080.000 polygons......

Imagine rendering that model in Softimage? A model for one frame would be 1.2 Gigabyte data (without color information, texture mapping and so on).......

I guess that’s why nobody did a hair-by-hair rendering system before....

Now, how is it possible to render that kind of data?
How is it even possible to draw that kind of data on a screen, for interactive editing?

The solution was to do the hairs as a particle animation, and that’s excatly what the renderer does.

 

Bla bla lba, more info here.