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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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johan_laurent
Post  Post subject: Textures get weired when changing repeat UV  |  Posted: Wed Jun 15, 2016 10:44 pm

Joined: Sun Mar 20, 2011 10:53 am
Posts: 165

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Hi i wanted to make a tile texture from a box ramp then changing the uv to repeat it . I noticed the texture get "destroyed" when using to much value ?

I also noticed this when trying to use high values on uv repeat on substances as well so it seems it has to do with the uv repeat.

the artifacts starting to apear whne I used a number around 60 or higher?

Does any one know how to fix this ?


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tiles.JPG
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Jan_Smejkal
Post  Post subject: Re: Textures get weired when changing repeat UV  |  Posted: Thu Jun 16, 2016 8:12 am
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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Hi, it isn't file texture, I am right? So in texture node you have FurryBall section. Here you can increase texture resolution.


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johan_laurent
Post  Post subject: Re: Textures get weired when changing repeat UV  |  Posted: Thu Jun 16, 2016 10:41 am

Joined: Sun Mar 20, 2011 10:53 am
Posts: 165

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Hi tnx for fastr reply,.

Since I was working with ramps and proceduals I forgot that Furryball converted the shaders to bitmap when rednering..

When incrising texure resolution it became better :)

A follow up question. Is it better to have Furryball convert the procedual textures by deafault or is it better to bake the textures manually ? in terms of performance and memory usage.

If so is there a link to how to bake most efficinet ?


Any way thanx for great support


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Jan_Smejkal
Post  Post subject: Re: Textures get weired when changing repeat UV  |  Posted: Thu Jun 16, 2016 11:17 am
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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Hi,
it depends on your purpose - however in general for detailed textures are better file textures, however for some quick effects procedural textures are useful.
Procedural textures are sampled from Maya (EVERY TIME when changed or scene is loaded) - for larger resolutions it can take a lot of time.
In FurryBall all textures are uncompressed in memory, so memory is same for 1024x1024 x 8 bit file texture and 1024x1024 x 8 bit procedural texture. However procedural textures are sampled with all UV transformations - so if you have for example checker with 100x100 tiles, resulted image will be 100x100 rectangles in 1024x1024 pixels. If you use 2x2 checker in file texture with same tiles, you will have better resolution and also better memory (you do not need 1024x1024 file image for this example).
For your wall it is better to use file texture (you can also use tiles). Also layered texture are supported by FurryBall, so some effect can be created by this.

I don't know if you can bake texture directly from Maya (probably yes, maybe some plugin exists for it?), however you can do it by some workaround with FurryBall bake texture node - create plane with lambert - insert your texture into incandescence, set diffuse to 0 and bake this plane into texture ;)


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