---
title: "Fur Sampler Texture Setup"
canonical: "https://documentation.chaos.com/space/VMAYA/111740766/Fur%20Sampler%20Texture%20Setup"
format: markdown
---
This page provides a tutorial for using the Fur Sampler node with V-Ray Fur.

## **Overview**

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## **Tutorial Assets**

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To download the files used in this tutorial, please click on the button below.

> Macro (refined-button)




## **Tutorial Steps**

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** **  
In this tutorial, we will create color variations over the fur using VRayMtl and a ramp.

### **Apply V-RayMtl to fur system**

1. Start by adding a plain gray [VRayMtl](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111739405) to the fur object.
2. Do a test rendering to see the result.


> Macro (inline-media-image)

Resulting Render



### **Set up ramp**

1.  Create both a **ramp** and a **VRayFurSampler** Node.

![image](media://5594cad7-f5c7-49e1-92f3-10afbb2ee168)



2.  Disconnect the **place2dtexture** node from the ramp by selecting and deleting the inputs.

![image](media://5d4715b7-cd83-4180-8e7c-ed250152921a)



3.  Expand the **Uv Coord** input for the ramp so you can see both **U Coord** and **V Coord**.


4.  Click on VRayFurSampler's white output and select **Other... **to bring up the output selection window. From here, either **distanceAlongStrand**, **Distance Along StrandAbsolute**, or r**andomByStrand** can be selected. Here, we will choose **randomByStrand**.

![image](media://19571a00-3a12-4593-a423-d541585e1622)



5.  Connect this output from the **VRayFurSampler** to the **V Coord** input of the ramp.


![image](media://02f7644a-23a7-4af9-a2a1-00ca3c02e419)



### **Color the Fur**

1.  Connect the ramp to the desired VRayMtl channel. Since we are affecting color in this tutorial, we connect to the **Diffuse Color **channel for the **VRayMtl**.  
  
  
> Macro (inline-media-image)





2.  Finally, select the desired colors for the ramp. Here are some examples:


> Macro (inline-media-image)

The ramp is driven by the **Random By Strand **parameter.  
The ramp is connected to the VRayMtl's **Diffuse Color**.** **  
Multiple colors set with no interpolation; each strand gets one of the four colors available.


![image](media://62e2cdc7-9552-4fab-bf3f-e58d946ccdaa)

Resulting Render

 

 

 

 

![image](media://075a608e-83e6-484a-abf9-356a223cc0bb)

 The ramp is driven by the **Distance Along Strand** parameter.

 The ramp is connected to the VRayMtl's  **Diffuse Color**.   
 Multiple colors set with smooth interpolation. The full ramp is mapped onto each strand regardless of the strand's length.

 

 

![image](media://d9157f39-f42f-4a38-8857-93aedd63bd8b)

Resulting Render



### Using Distance Along Strand Absolute

The **Distance Along Strand Absolute** parameter allows length-depending mapping. All fur strands can have a root color all up to the same length followed by the rest of the ramp. For additional information and examples, see the [Hair Sampler Texture Setup](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111741659) page.


![image](media://cd85ee52-c50a-42ad-925c-355bfe079e50)

  
This ramp is driven by the **Distance Along Strand Absolute** parameter.   
It works with the **Hair Max Distance** parameter to provide length-dependent mapping.