Fur render global.furShader are set to Hair Primitive. Volume fur wont render but only cast shadow.
I have four fur feedbackShape nodes. Each is connected to its own curve attractor set. As you probably know, if you attach a hair system to more than one furFeedbackShape node it will connected to the existing curveAttractor node. So multiple furs attached to the same hairSystem will share the same curve attractor node.
I wanted different influences on each fur so I manually created and connected individual curve attractor nodes to each furFeedbackShape node. It did not work. The furFeedbackShape nodes did not react to the curve attractors. With the new and useless curve attractors connected I used the interface to attach the hairSystem to the secondary furFeedbackShape nodes. By doing it this way, Maya ended up creating a duplicate curve attractor node on the secondary furFeedbackShape node AND it worked. Now I have two separate furFeedbackShape nodes with individual curve attractor nodes connected to the same hairSystem. It renders great in Maya software renderer. Only one furFeedbackShape node adheres to its curve attractor when rendering in Mental ray.
I baked all attrs in fur and attractor but got the same results.
I tried this technique on a simple file and it works fine. I thought that the density of my fur was too high but I get the same results with the density set to 1000.
The funny thing is the secondary fur and attractor set are not totally usesless. It looks like some parts of the fur are influenced but the rest look like Daffy Duck after an explosion.
tV