The VFX module lets you simulate snow coverage, blood effects and rain on the fur. Together with the XFur Weather Manager object, it allows you to simulate some weather effects over the fur such as wind, snow and rain. An additional VFX, blood, can also be simulated and painted dynamically over the fur either through the XFur Studio™ API or through the XFur Painter Objects.
A general quality for the VFX map can be specified. Lower qualities result in blurrier VFX but a much lower memory usage. The update frequency lets you control how often will the VFX map be regenerated.
For each one of these VFX you can adjust different parameters, or decide to optionally ignore them entirely (so that certain fur enabled objects do not get affected by snow, for example).
For Snow, you can control its color, boost or diminish its intensity over the fur, control how much it penetrates through the strands, and how long it takes to melt away once it stops falling (once its intensity is set to 0 either in the VFX module or in the Weather Manager). You can also control the falloff of the snow coverage. Higher falloff values make the snow accumulate only on faces of your model whose normals are pointing opposite of the direction in which the snow is falling. Lower falloff values allow faces pointing further and further away from the snow to still get covered.
Finally, you can also specify a Mask texture to add variety to the snow coverage, and a custom tiling value for this mask.
Rain and blood offer similar amounts of control. Blood however does not have an intensity value, as it is not applied over time but rather in one-off bursts. Rain does not offer a color value, since rain only gets the fur wet (and darkens it slightly).
The second component for VFX simulation is the XFur Weather Manager component. It should be attached to a singular object in your scene, since it acts as a global object that handles the weather simulation for all XFur Studio™ instances.
It provides with easy to use controls for Wind Strength and Frequency, as well as Snow / Rain Intensity and Direction, the latter of which can be influenced by the wind.