Warp header

Fray shader style

Previously Fur shader style

Table of contents
  1. Style breakdown
  2. Attribute Breakdown
    1. Ambient Occlusion
      1. AO Blend Mode
      2. AO Radius
      3. AO Strength
    2. Atmospheric Effects
      1. Atmosphere Tint
      2. Atmosphere Range
    3. Fray
      1. Frayed Type
      2. Frayed
      3. Frayed Max Distortion
      4. Frayed Feathering
      5. Frayed Frequency
      6. Frayed Phase
      7. Frayed Grain
      8. Pigment Density
      9. Paper Granulation
    4. Edge Darkening
      1. Edge Darkening Intensity
      2. Edge Darkening Width
      3. Drybrush Threshold
      4. Drybrush color
  3. Post Processing
  4. Considerations
    1. Attach frayed distortions onto objects
    2. Nurbs surfaces

Back to Fray Features

Style breakdown

The fray shader style, similar to the warp shader style, emulates the broken edges commonly found in paintings, in 3D. It also provides other painterly effects often found using traditional painting media such as pigment turbulence, edge darkening, canvas textures and more.

Broken frayed distortion
Frayed edge distortion close-up.
Broken warped distortion
Warped edge distortion close-up.

The broken edges from the fray style are generated by displacing pixels iteratively, one pixel at a time, in a direction defined by the feature noise of the material. This noise is fractalized so that the broken edges retain the same pixel size, no matter how close/far the object is from the camera. To avoid frayed edges to occur on top of pixels that are in front, the depth is also displaced and taken into account.

This shader style depends on the Flair material, which can be assigned onto any mesh object. The material embeds painterly reflectance models and supports the art-direction framework of Flair. The material also contains a Animated setting attribute, which allows to attach the broken edges to animated objects.

TAA is be required to average out sub-pixel flickering at high frequencies. Also keep in mind that longer frayed edges are much more prone to flickering than shorter ones.

The fray shader style may not have all features that you need. So please let us know if we can help polish the look exactly to your requirements and pipeline.

In this page, we only document global attributes specific to the fray shader style. To learn more about other global attributes, please refer to the globals node documentation.

Attribute Breakdown

Style attributes
Style attributes in the configuration node

Ambient Occlusion

Ambient Occlusion (AO) darkens the image in areas that are hard to reach for the ambient light due to the local shape of the geometry (e.g. concavities, crevices, holes). Note that this effect depends only on the geometry (and the viewpoint, to a lesser extent), and not on the lights present in the scene.

Flair currently uses a screen-space implementation of ambient occlusion based on the Ground-Truth Ambient Occlusion algorithm (GTAO).

AO Blend Mode

Defines how the computed ambient occlusion is applied on the final image.

  • None: AO is not applied.
  • Multiply: the AO is multiplied over the image.
  • Color Burn: same as above, except that the AO is blended over the image using the Color Burn blending mode.
  • Style-specific: AO is applied by the current style, so the effect depends on the style implementation. (default)
    • With styles other than the Graph styles, the AO modulates the pigment density, resulting in darker colors in occluded areas.

AO Radius

The radius used by the ambient occlusion filter: larger radius results in larger darkened areas.

AO Strength

The strength of ambient occlusion: higher values make the ambient occlusion darker.

Atmospheric Effects

Atmospheric effects are useful to add atmospheric depth to bigger scenes by changing the color within a specific range.

Atmosphere Tint

Defines a custom atmospheric perspective color, making things at distance tint towards the specified color.

Atmosphere Range

Defines the range at which the atmospheric tint will start and end. Set these values high to not have the atmosphere range affecting your scene.

If you wish to exclude an object from the atmosphere tint affect (e.g., a background plane), enable the Final Color attribute in the Flair shader material assigned to that object.

The range is set for Maya units multiplied by the World Scale, consider this when setting up this attribute.


The Fray attributes allow to control globally how the frayed distortion should behave.

Frayed Type

The frayed type dictates where the frayed distortion should happen.

  • Everything - applied everywhere
  • Geometry - applied around depth differences
  • Edges - applied around any recognized edge (color, normals, depth)
Cycling through Everything, Geometry and Edges


The amount of frayed distortion.

Different frayed values

Frayed Max Distortion

Defines the maximum amount that the frayed distortion can grow iteratively, even with art-direction.

Different max-frayed values, clamping the frayed distortion.

Longer frayed edges are much more prone to flicker than shorter ones.

Frayed Feathering

Fades the frayed distortion towards the tips of the distortion.

Frayed feathering between 0 and 1.

Frayed Frequency

Defines the base frequency of the feature noise controlling the frayed distortion. A higher frequency will make the frayed distortion finer, whereas a lower frequency make the frayed distortion coarser.

Frayed frequency between 0 and 100.

A high frequency can cause flickering as the feature noise enters sub-pixel dimensions.

Frayed Phase

Shifts the base feature noise value around, creating new distortions at different values.

Frayed phase between 0 and 1.

Frayed Grain

Accumulates the color along the feature noise, generating frayed grain.

Frayed grain between 0 and 2.

Pigment Density

The concentration of pigments, giving the render either a diluted or a more saturated and darker look.

Pigment Density between 0.5 and 2

Paper Granulation

The accumulation of pigments on the valleys of the paper (canvas). Concentrates the pigments on the valleys and creates a more saturated and darker look.

Paper Granulation between -1 and 5

Edge Darkening

Edge darkening accumulates the pigments (color) gradually towards the edges, generating darker edges.

Edge Darkening Intensity

Strength of the edge darkening effect. A higher intensity will concentrate more color on the edges.

Edge Darkening Intensity between 0 and 3

Edge Darkening Width

Width for the edge darkening effect.

Edge Darkening Width between 0 and 30

Note: A wider edge darkening will require an increase in intensity, as well.

Drybrush Threshold

Sharpness of the drybrush application. Using a dry brush will only apply pigments to the peaks of the canvas, leaving the canvas color appear at the valleys of its profile.

Drybrush Threshold between 0 and 20

Drybrush color

Color of the drybrush application.

Different drybrush colors.

Post Processing

Post Processing attributes contain simple but useful self-explanatory post-processing filters

  • Saturation
  • Contrast
  • Brightness

This group is closed by default, but can be opened by clicking on it.


Attach frayed distortions onto objects

Activate the Animated attribute within the materials to bake the frayed distortion position onto animated objects.

Nurbs surfaces

Nurbs surfaces can’t save any data in vertex colors, so warped distortions won’t stick onto the objects and it won’t be possible to use VertexFX on them.