Here's the settings for soft red fur. I used the color ramp twice. The first one sets only the specular color. The second sets the diffuse, ambient, translucense, and reflection colors. Both use the original cellular bump/displacement map for the input value. The only real problem with the cellular node (or any tiled texture), is the tendency to look to even and squared off. A high density, ramdom alpha mapping for the bump/displacement would give a more natural effect.