Fluids - FurryBall 4.8

Parent Previous Next

FurryBall is able to render most of the Maya Fluids, although there are some restrictions and not everything is 1:1 with integrated Maya Renderers.


Step 1: Preparations


We will use prepared fluid from the Maya Visor.


1. Window -> General Editors -> Visor, then select Fluid Examples -> Fire, and right click on the Flame.ma and select Import Maya File Flame.ma



2. Render scene in FurryBall by selecting Renderer -> FurryBall -> Default




Step 2: Number of Samples


We will use prepared fluid from the Maya Visor. What you get is not good. You have to increase the number of samples.



  1. Click on the FlameShape node, select Render Stats. Check Volume Samples Override.
  2. Change Volume Samples. This number of samples is number of sample per Voxel. Same as in Maya







Step 2: Basic Shading


FurryBall implements most of options from the Shading tab in FluidNode. You can use it as usual. Select Shading. Supported Options are:





Color, Incandescence and Opacity Ramps should be working as you know from Maya and should provide same results as built in Maya renderers.


Matte Opacity Has special usage in FurryBall. See Fluid Depth Pass.