The Yeti Node is the main container for a single Yeti Graph within Maya, you will use this to edit the Graph, assign input Objects, Grooms and Guides as well as set display and rendering parameters.


Display OutputUsed to toggle the display of the graph evaluation. This avoids the need to hide the Yeti node and thus it will still render correctly.
Draw FeedbackA few nodes ( Group, etc. ) draw feedback into the viewport as you work with them, this provides a means of turning this feedback on and off.
Subd DisplayToggle Yeti’s Subdivision surface evaluation between Display & Render or just Render time. Please see the Subdivision Surface note below for more details.
Feather Display StyleYeti has the option of drawing evaluated feathers as very fast Proxy representations (which is the control mesh for the feather) or the fully evaluated feather, when displaying a fully evaluated feather both the evaluation and display will be slower depending on how highly detailed the feathers are.
Viewport DensityAs Yeti defines a procedural graph certain nodes can be evaluated at different densities ( Scatter ), by adjusting this you can preview how the graph will look at the specified density.
Viewport LengthA means of increasing the overall length of the fur if scale changes.
Viewport WidthAbility to adjust the overall width of the generated fur.
ColorUsed to control the base color used by our viewport shader.

Yeti by default uses the different rendering engines settings to decide if a mesh should be treated as a subdivision surface or not. If you would like to force a mesh to evaluate as a Subdivision surface you can use both the Yeti Subdivision and Yeti Subdivision Iterations attributes added to the mesh when connected to a node.

Hair Shader

Parameters that control our viewport shader.


Control the amount of Melanin in the hair, 0 is more white/blond and 1 is darker/black hair.

Melanin RednessModulate the redness of the Melanin component.
RoughnessAdjust the specular roughness of the hair.
Specular IntensityThis will give you non-energy preserving control over the specular intensity. (ie. this isn't physically correct but not all of Maya's or third party lights provide the correct specular response in the viewport)
IORIndex of Refraction

Display Cache

As a Yeti node evaluates it stores the result in a display cache, this is used to provide faster feedback when playing back for animation purposes as well as toggling parameters back and forth to compare results.

Maximum Size (mb)

This lets you set the maximum amount of memory each node will use when caching graph evaluation results.

Current Size (mb)The current size of the nodes display cache, you can force this to be flushed using the Yeti->Flush Display Cache of Selected/All node(s)

Add Region of Interest

When used a bounding box will be created that will act like a region of interest for the graph which is used to limit the fur/hair evaluation and output to a specific area of the groom.  This can be useful if you need to focus on a specific area and/or speed up evaluation while grooming a larger asset. 

Due to the nature of Yeti's graphs there may not be a 1 to 1 correlation between the output of a graph evaluated with the ROI on vs off and we recommend checking the full output before saving or publishing assets.


Obey Region Of InterestRenders will obey the Region Of Interest when on.
Render DensityThis controls how dense the fur will be at render time.
Render WidthOverride the width of the fur at render time.
Render LengthA means of increasing the overall length of the fur at render time.
Increase Render BoundsIncrease the bounds defined by Yeti at render time.
Center Samples Around ZeroControls whether motion blur will be defined at the current frame or based around 0 ( which some rendering engines require )
Dynamic Hair TessellationToggle support for V-Ray’s Dynamic Hair Tesselation (hint: you probably want to leave this on)
Segment Length (pixels)Used to control how fine the hair is tesselated by setting a maximum pixel length for generated segments.


Input ModeControl whether or not the Yeti Node will read in a Cache.
Input Cache File NameThe desired cache file to referenced by the node.
Override Cache With InputsIf the Yeti node has input geometry it will be used to override any matching geometry in the read cache file.
Output Cache File NameUsed to specify an output name when caching a Yeti node.
Frame RangeFrame range used when caching initiated by the Write Cache button as well as the number of samples for each frame.
Update ViewportToggle whether the viewport will update while iterating through the frames as caching.
Generate PreviewStore a pre-baked preview of the fur result into the cache file which will be used to draw the cache vs. the need to evaluate.
Write CacheIf not using the command line tools this can be used to write a cache to disk using the specified name and frame range.


The graph palette is used to manage the connections between the Maya scene and Yeti’s internal representation of the geometry.

Open Graph EditorWill open the graph editor for the current node.
User VariablesA list of user specified variables. Yeti can be controls by external maya attributes when names correctly, supporting both float and vector variables. This is done by prefixing a Maya attribute created on the Yeti node with either yetiVariableF_ for a float or yetiVariableV_ for a vector. Once created these can be accessed in the Yeti graph as a global variable, for example: yetiVariableF_myValue can be used in the Yeti graph as $myValue.
Add Float/VectorAdd a user float or vector to the graph.
Input ObjectsA list of input geometry to the graph, use Add/Remove object to control which objects in your Maya scene are accessible to Yeti.
Input GroomsActs similarly to Input Objects but for Yeti groom nodes.
Input Guide SetsAllows you to reference in object Sets that contain Nurbs Curves, these curves can be used as guides in the Yeti graph.

Corrective Grooming

Corrective grooming is a way in which pose space grooms can be created, the process is straight forward and any number of corrective grooms may be layered to achieve the desired result. Please refer to the Corrective Grooming documentation for more information.

Corrective Groom HandlingToggle the correct grooms on and off.
Current GroomsList the currently available grooms on the selected Yeti node, select the desired groom you'd like to build a corrective groom for.
Add Corrective GroomWill add a new groom node to the current scene which will be applied as a corrective groom. 


Plugin VersionThe version of the currently loaded Yeti plugin.
VerbosityCan be used to change how much information Yeti outputs during evaluation and rendering.
Image Search PathDefine a list of paths to use to search for textures. The Image Search Path uses colon delineation on Linux/macOS  and semi-colons on Windows, environment variables can be used via the ${ENVVAR} syntax.
Trace FilenameA JSON file that Yeti will export during evaluation for profiling and may be useful to send to Peregrine to debug slow running graphs.