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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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onlythumper
Post  Post subject: Textures don't follow C4D mapping  |  Posted: Tue Aug 02, 2016 9:43 am

Joined: Fri Jul 08, 2016 1:10 am
Posts: 7

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If I set a texture to map via cubic, Spherical, UVW etc in C4D's texture mapping dropdown, nothing seems to change. Can I not align textures using C4D's native texture adjustment tools? Do I have to UV map every single object to get textures aligned/shifted? That seems a bit counterproductive.


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Jan_Tomanek
Post  Post subject: Re: Textures don't follow C4D mapping  |  Posted: Thu Aug 04, 2016 8:10 am
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Joined: Tue Oct 27, 2009 11:03 pm
Posts: 1607
Location: Prague - Czech republic

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Yes, you are right. It's very hard to implement this Cinema specification. In Cinema, you can have different mapping not just for texture, but for whole material.
Because FurryBall was evolved from Maya interface - and there is nothing like that - Furryball is not ready for that. :cry:

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

All the Best
Jan


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onlythumper
Post  Post subject: Re: Textures don't follow C4D mapping  |  Posted: Fri Aug 05, 2016 11:27 pm

Joined: Fri Jul 08, 2016 1:10 am
Posts: 7

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I see. Well hopefully it will be a feature in an upcoming release. For now I do like prototyping with furryball just to see an estimation of how the global illumination will work, I just don't know if I could use it in production due to the feature limitations and my workflow. I'd like to see more control for material alignment outside of UV mapping. ;)


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