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 Q&A Furry Ball,
Vaclav Kyba
March 2010,
 

The working process with FurryBall rendering is more like a WYSIWYG, every change you make shows up in the viewport right away. With more and more effects and techniques added most of the reasons why not to use it as a final renderer become obsolete. Important thing about FurryBall is that it has been aimed to be a perfect rendering tool for animations in the first place since the beginning.

<Furry Ball vs Mental Ray (image Carlos Ortega)

   
Q1 GPU rendering is more and more popular for DCC tools. What is the role of FurryBall : previz, final rendering ?
A1 FurryBall is a GPU renderer for Maya that aims to be a final renderer although there are still some cases where it cannot compete with
physically based renderers. FurryBall is actually a viewport renderer but everything you see can be output to file(s), in fact the final
render output can be done using script commands without using the viewport at all. The working process with FurryBall rendering is more like a WYSIWYG, there is no 'RENDER' button for the viewport renderer, every change you make shows up in the viewport right away.
It is up to a user what role it will be given in the workflow. With more and more effects and techniques added most of the reasons why not to use it as a final renderer become obsolete. Important thing about FurryBall is that it has been aimed to be a perfect rendering tool for animations in the first place since the beginning.
   
Q2 Can FurryBall be used with compositing software to blend render layers (AO, depth...)?
A2 The first idea was there would be no need for render layers, "it is realtime, you can fine tune everything in FurryBall". Although this is
true in many cases, there were many users asking for render layers so we added full support for commonly used layers (depth, AO, shadows, reflections, color bleeding, ambient, specular, ...). These can be rendered to a file(s) using our output settings node system or displayed in viewport.
The demands from our users are very important for us and we try to add features they want as soon as possible.
   
Q3 Antialiasing is a major feature, what are the capabilities of FurryBall in this area?
A3 Proper texture filtering is a must have for any renderer, then there is jitter multisampling and supersampling. Jitter multisampling is a great feature for edge alias removal which is very important especially for high frequency geometry like hair. Why is it so great? Because there is only a very small performance hit and the result is comparable to a 4x4 supersample. Jitter multisampling can be also combined with standard supersampling so there is mostly no need to use some high supersample values which is always a memory and performance killer. But still supersampling in FurryBall does not slow down the rendering in a linear way like it does in most of the software renderers, ie. 2x2 supersampling for instance will not be 4 times slower but only something like 1.5x - 2.5x.
   
Q4 FurryBall can display realtime shadow. What kind of shadow is it?
A4 Currently there are depth map shadows with many ways of soft shadow filtering and there are also variable penumbra shadows that are hard on contact with occluder and softer farther from it, these can be also known as area light shadows. We are currently working on translucent shadow maps and plan to add deep map shadows.
   
Q5 FurryBall is an addon for Maya, do you plan to support more software such as 3ds max or Softimage?
A5 We do but not in the near future, we think about creating plugins for other software (especially 3DS Max) in a year or so. More probable is standalone version.
   
Q6  Can FurryBall compete with raytracer or physically based renderer?
A6 Surely it can but as mentioned there are still cases where nothing what is not physically based can compete with physically based renderers. But the question is - does your render/animation really need to be physically correct? Physically based renderers are great as a reference but there are many issues when using them, especially in animation and then there are those render times.
   
Q7 GPU are getting more and more powerfull, can feature such as DirectX11 dynamic tessellation be usesull for FurryBall for displaying displacement map?
A7 Definitely, it is great to see how DirectX API is evolving. Subdivisions and displacements are one of the greatest features in new DX but there are many more - multithread rendering support (still important even though FurryBall is usually GPU limited), shader linking (possibility to add much better support for Maya Hypergraph and custom materials), there is also DirectCompute - something like CUDA/OpenCL but integrated into DirectX and thus great for existing DX engines. With DirectCompute there are many possibilities to add for example true raytracing or some advanced effects. There are also much higher resource limits (16K for textures and output), high quality texture compression and many more.
   
Q8 Is FurryBall able to render advanced effects : fur, caustic, volumic lighting, post effects... And control those effects in realtime?
A8 It would be weird if 'FurryBall' renderer was not able to render fur :) Hair/fur system and rendering is one of the greatest features in FurryBall, it is closely connected to Maya Hair so you can use Maya tools for animation and dynamics. There will be also the possibility to use custom set of curves in the next update.
There are fullscreen glow (bloom), final image filtering, post AO and color bleeding adjustments, DOF controls and many more coming. Every setting or attribute you change is displayed using FurryBall in realtime.
   
Q9  Do you think that 3d artists can gain a lot of time by using FurryBall?
A9 If we weren't sure of this we wouldn't be working on FurryBall so hard. Every artist knows the 'OMG, I want this to be finally rendered' feeling when he hits the big RENDER button. The saved time is extremely important here, it can be used to fine tune the result exactly as the artist wants it to be. What for is a physically based renderer when you don't have the time to tune things because it takes forever to render anything and sometimes it is not even possible to adjust these extra details because it is physically correct you cannot change it even if it looks weird.
   
   
   
 
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