Composite texture which contains the following masks:
• Red channel – used in gFur PRO, allows to blend between two different sets of parameters for fur pattern tiling and also for the “Fur Thickness” section. This is useful to have different thickness of fur hair on head vs body for example.
• Green channel – a mask where black colour will make the fur zero length, overriding even the length coming from Guide Splines/Meshes. This is useful for mesh parts that we don’t want to detach and export with the _Base mesh for any (but mostly practical) reasons. Example might be the nose of an animal.
• Blue channel – used in gFur PRO advanced shader. Allows to further shape and vary the length of the fur over the whole surface. White will keep the length as directed by Guide Splines/Meshes and other shader parameters and the darker is a pixel, the shorter will the fur be made at that spot on mesh.
The way the green and blue channel works is more or less the same, but having two different textures gives greater and easier control over the final look of the fur. They are applied in the order where green channel texture is used the first – removing fur where it is not needed. After that blue channel texture will vary the length of the remaining fur, ignoring zero-length fur. So blue channel texture can even have white elements where we actually don’t want to have fur if that was removed by the green channel texture.