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hgarrou
Post  Post subject: bifrost in Furryball  |  Posted: Mon Jan 05, 2015 5:42 pm

Joined: Tue Dec 01, 2009 10:18 am
Posts: 117

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Just wondering if anyone knows a way to render Maya Bifrost meshes in FurryBall. I think the auto mesh has no UV space. But since it renders in viewport, I thought there might be a chance.


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Jan_Tomanek
Post  Post subject: Re: bifrost in Furryball  |  Posted: Mon Jan 05, 2015 5:57 pm
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Joined: Tue Oct 27, 2009 11:03 pm
Posts: 1607
Location: Prague - Czech republic

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Thanks for notice this - we will try to look on it for next FurryBall 5.

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hgarrou
Post  Post subject: Re: bifrost in Furryball  |  Posted: Mon Jan 05, 2015 6:05 pm

Joined: Tue Dec 01, 2009 10:18 am
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Thanks Jan.

For those who are interrestied in this, I've found a simple workaround that will allow direct render of bifrost by FurryBall.

1. compute your bifrost sim
2. enable bifrost mesh
3. select bifrost mesh and...(see 4)
4. enable the animation menu in maya
5. select >Piplein Cache >Export Selected to Alembic Cache (set your own cache destination)
6. after that's done computing, select the bifrost mesh and create any UV space.
7. Finally, Assign FB shader or any shader other than Bifrost Material.

Voila! FurryBall now renders your bifrost animation.


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Jan_Tomanek
Post  Post subject: Re: bifrost in Furryball  |  Posted: Mon Jan 05, 2015 6:09 pm
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Joined: Tue Oct 27, 2009 11:03 pm
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Location: Prague - Czech republic

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Thanks - great!

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If you have any further questions, please do not hesitate to contact us.

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hgarrou
Post  Post subject: Re: bifrost in Furryball  |  Posted: Mon Jan 05, 2015 6:20 pm

Joined: Tue Dec 01, 2009 10:18 am
Posts: 117

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One more thing. Make sure you use a manual UV map that is large enough to contain the entire bifrost geometry at its largest state in the cache.
Auto UV scales it according to the current frame at the time of creation and will cause your global environment to reflect and light only a fixed block of geometry as the cache evolves.


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