Features
Procedural control in WGen Node Editor
Connect generators and modifiers in a node graph, with each operation handling a stage of hair and fur creation. Change guides, density or clump shape and evaluate the result again. The graph preserves the construction process, so earlier settings remain accessible after detailing.
Shape and direction with Guides
Sculpt guide curves to establish a hairstyle’s silhouette or the direction of fur growth. Interpolation creates hair between the guides: you shape a manageable set of curves, and the system builds the final coverage from them.
Control density and strand width
Define growth regions with density maps and adjust strand distribution and width. Refine coverage across the character, from sparse hairs to dense fur. Generation parameters let you adjust volume while keeping the shape established by the guides.
Shape strands with Clumping
Gather hairs into clumps and adjust their strength, shape and twist. Add Bend, Cut, Prune and Smooth modifiers to bend strands, trim length, thin coverage and smooth curves. Each operation has its own controls.
Animation with Anim Wires, Skinning and Wrap
Transfer motion from animated guides with Anim Wires. Use Skinning and Wrap to connect the result to deforming geometry. Bring hair and fur into an animated scene using the motion already defined by its curves and surfaces.
Procedural parameters with OSL
Drive length, width, colour and other supported parameters with OSL nodes. Combine procedural calculations with maps and modifier settings to control hair and fur variation within the same system.
Procedural descriptions in USD
Save WGen graphs in USD with their parameters and connections. Preserve how the hair was built for subsequent editing. Alembic import is available when you need to work with existing curves.
Data for hair shading
Add and rename channels for downstream work. WGen’s Arnold translator in Maya passes colour, group identifiers and guide identifiers. Use this data when building hair materials and colour variation.
Hair workflows in Autodesk Maya
Edit guides with Maya tools, convert NURBS curves and import or export WGen USD graphs. The integration includes an Arnold translator, bringing hair preparation and rendering into the Maya workspace.
3D application integrations
Use WGen in A3DP or integrate it with Maya, Houdini and Katana. Choose a build for your application version; compatibility is listed in the release details.