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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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cgpower2008
Post  Post subject: about FBlight and maya hairs in RT!  |  Posted: Thu Apr 21, 2016 3:52 am

Joined: Mon Nov 30, 2015 11:32 am
Posts: 67

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hi,
1)how can i use lightlink in new RT between maya hairs and fblight or maya light?

2)the lightlink editer didnot show them both.

3)the set can't add attribute anymore?
4)how the Occ render with bump?


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Jan_Smejkal
Post  Post subject: Re: about FBlight and maya hairs in RT!  |  Posted: Thu Apr 21, 2016 8:04 am
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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Hi,
it is question for some Maya user how to add Maya hair into relationship editor...

It is same problem like here viewtopic.php?f=35&t=5260#p12264
However I don't know, why adding set for Maya hair don't work.
Maybe someone know how to do it (it isn't FurryBall issue, but common Maya issue).

cgpower2008 wrote:
4)how the Occ render with bump?
I don't understand, what do you mean.


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cgpower2008
Post  Post subject: Re: about FBlight and maya hairs in RT!  |  Posted: Thu Apr 21, 2016 11:28 am

Joined: Mon Nov 30, 2015 11:32 am
Posts: 67

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thank you!
i found both fblight and hair need a maya obj/light in the set so that lightlink editer can add in auto!

4)is about bump normal displacement ,which canrender in AO pass? or fb support them all?


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Jan_Smejkal
Post  Post subject: Re: about FBlight and maya hairs in RT!  |  Posted: Thu Apr 21, 2016 11:41 am
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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cgpower2008 wrote:
4)is about bump normal displacement ,which canrender in AO pass? or fb support them all?
Just try it.
FurryBall uses bump normals (bump node with bump/tangent space/object space) and also displacement (displacement node with height or vector displacement) in all passes, so also in AO.


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