FiberFX is LightWave’s native hair and fur system. Fibers using Solid Volume mode can be textured with nodes, and FiberFX contributes to alpha channels for all render modes.
The Information line will tell you how many fibers you have in your scene.
Activate - To add FiberFX to an object, select it in the list on the left and click the Activate button. Alternatively, you can double-click the entry in the list.
Deactivate - To remove FiberFX from an object click this button.
Edit - This brings up a menu with four options:
In previous versions of FiberFX, there was an Edit Nodes button. In 2018, all surfacing is done in the Surface Editor with the Hair material and the FiberInfo node.
The listview to the left of the panel shows FiberFX-bearing surfaces to make it easier to see at a glance which surfaces have hair and which do not. The checkmarks indicate which surfaces have hair and the red checkmark shows that while FiberFX has been activated for an object, the surface has not been chosen. If an object has a single surface you won't see the red checkmark, it will automatically be white.
If you right click on an object you will be presented with a dropdown menu like so:
The options in this menu are as follows:
Polygonize has the following parameters:
Polygonized Mixed generates two-point polygons. There are two ways to keep these two point polygons from showing up in the render. The artist can disable Render Lines in Render Properties > Render to prevent all two-point polygons in the scene from rendering. Alternatively, the artist can set the Particle/Line Thickness of the object containing two-point polygons to 0.0. Particle/Line Thickness is found under the Edges Tab of Object Properties.
If you wish to clone objects with their corresponding FiberFX primitives make sure you use Clone Hierarchy.
There are four tabs in the FiberFX window, as follows: