--- title: "Object Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/OFUR-ID_OBJECTPROPERTIES.html" section_path: "Simulate Menu > The Simulation System > Hair > Additional Objects > Fur > Object Properties" element_id: "OFUR" group_id: "ID_OBJECTPROPERTIES" description: "This is where the object is located that was active as the Fur Object was activated. Alternatively, you can drag an object that you want to cover with fur …" --- ## Object Properties ### Object Parameter ID: `FUR_GENERATOR_LINK` This is where the object is located that was active as the Fur Object was activated. Alternatively, you can drag an object that you want to cover with fur into this field. ### Count Parameter ID: `FUR_GENERATOR_COUNT` · Range: [1..2147483647] Use this setting to define the number of hairs. (See also [(Hair) Count](https://help.maxon.net/c4d/en-us/Content/html/OHAIR-HAIRSTYLE_GROUP_HAIRS.html.md)) ### Length Parameter ID: `FUR_GENERATOR_LENGTH` · Range: [0..+∞m] Use this setting to define the length of hair, which is normally very short for fur. ### Segments Parameter ID: `FUR_GENERATOR_SEGMENTS` · Range: [1..4096] Use this setting to define the number of hair segments, which is also generally very low (see also [Segments](https://help.maxon.net/c4d/en-us/Content/html/OHAIR-HAIRSTYLE_GROUP_HAIRS.html.md)). ### Variation Parameter ID: `FUR_GENERATOR_LENGTH_VAR` · Range: [0..+∞m] Use this setting to randomly vary the fur length. The hairs will randomly be created shorter or longer. Example: If **Length** is set to 100 and **Variation** to 20m, the length of the hairs will vary randomly between 80m and 120m. ### Randomize Parameter ID: `FUR_GENERATOR_RANDOMIZE` · Range: [0..+∞°] Each hair will be randomly leaned towards its root, to the degree of the value entered here. ### Comb X Parameter ID: `FUR_GENERATOR_COMB_X` ### Comb Y Parameter ID: `FUR_GENERATOR_COMB_Y` ### Comb Z Parameter ID: `FUR_GENERATOR_COMB_Z` Vertex maps can be dragged and dropped into these fields from the Objects Manager. The hairs will be combed using the defined point weighting in the corresponding direction in the world coordinate system. The effect of weighting ranges as follows: - 0% - 49%: Negative orientation - 51% - 100%: Positive orientation > **Tip:** First, create a vertex map and weight the entire map with 50% (this value will result in a neutral orientation of the hair). Next, drag the vertex map into one of the Comb fields. The hairs will now be displayed as lines in the preview. If you now paint weighting onto the hair the preview will be updated automatically. This lets you comb hair very effectively interactively. ### Density Parameter ID: `FUR_GENERATOR_DENSITY` The hair density can also be defined using a vertex map. Note that the number of hairs as defined in the Count setting then cannot be achieved because the hairs will simply not be made visible. ### Viewport Display Parameter ID: `FUR_GENERATOR_EDITOR` Activate this option if you want hair to be displayed in the Viewport as a preview. This can be useful when editing a vertex map interactively. ### Level of Detail Parameter ID: `FUR_GENERATOR_LOD` · Range: [0..100%] Use this setting to define the ratio of actual hair to rendered hair should be displayed as a preview. The lower the value the faster the editor display will update the preview.