As i promised a little tutorial about getting a realistic hair and fur geometry for corona renderer using multiscatter.
Note that this is only a tehnique used for patchwerk carpets.
So let us start.
First of all you should dicede wit the shape of a single patch in our tutorial it will be a siple plane 300x300 mm
Then we should apply a Hair and fur modifier hiding in the first numbers of the modifier list
Notice the numbers i used, Those wold be optimal for the testing hair lenght and densyty but it depends on the result you want to achive.
Then you should style hair to achive something like that.
Then you should play with hair count to get dicent result as on image 2. Notice the numbers on image 3 those mostly work out well.
For convertion to geometry use convert to mesh tool in hair and furr scroll.
Now for the interesting part, adding detail by redusing number of polygons. We will apply Pro optimizer tool and reduce number of polys from 100% to 40% sometimes 40% does not work out and you should reduce it even more.
And now for multiscatter. Create distribution plane with a UVW map modifier with numbers equal to the size of our hair patch and use regular patern distribution with map scale multiplyer equal 1. And do not forget to place Gizmo to the bottom of our hair patch.
And this is the result you should get. For this tutorial i used home PC to show that it doest need to have OMFG resource to handle it.