This week I've spent a lot of time breaking the Eppie fur into render layers for the compositors. This involved modifying/making some shaders. Here is what I've broken it into:
Diffuse:
Specular:
Shadow:
Adam Flynn, who's doing compositing, thought it would be a good idea to have a pass that isolates root, mid, and tip via rgb:
Occlusion:
RGB id pass to isolate guard, white, and base fur:
I started to work on a procedural moss setup, but later found out we will be shooting real moss and comping it in. Here's a low quality version of how far I got before finding that out:
For next week, I'll be working on putting together a rough animated fur setup.