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.
Use this setting to define the number of hairs. (See also (Hair) Count)
Use this setting to define the length of hair, which is normally very short for fur.
Use this setting to define the number of hair segments, which is also generally very low (see also Segments).
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.
Each hair will be randomly leaned towards its root, to the degree of the value entered here.
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:
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.
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.
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.