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It is currently Thu Dec 05, 2019 8:11 pm


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Dear users,
we are sorry to inform you, that we had to end development of our FurryBall after almost ten years!
We will give FurryBall for free to all users, but without any Maintenace and Support.
Because we have to keep our servers working, we have set the symbolic price 29,- EUR per year.
Hope you will understand us and keep using FurryBall if it fits you.
Thanks for all those nice years with GPU rendering.
Your FurryBall team

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hgarrou
Post  Post subject: No more matte capabilites  |  Posted: Tue Apr 14, 2015 2:22 pm

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

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I'll have an example to share today with FBRT.

But I wanted to offer this. There's currently no way to "matte" an object, since FB mesh Properties have been removed. Will you be adding that feature back in some way? I use it all the time.


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Jan_Smejkal
Post  Post subject: Re: No more matte capabilites  |  Posted: Tue Apr 14, 2015 2:35 pm
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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Hi, FurryBall mesh attributes are directly under mesh shape in FurryBall section (also other nodes - fluids, curves, pfxhair, shavehair, etc.).


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furryballAttributes.png
furryballAttributes.png [ 19.28 KiB | Viewed 4910 times ]
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hgarrou
Post  Post subject: Re: No more matte capabilites  |  Posted: Tue Apr 14, 2015 2:51 pm

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

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GENIUS!


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