FurryBall has almost full support for these common Maya material shaders:
Furthermore, FurryBall has basic support for following materials:
Mental ray materials
Arnold materials
VRay materials
Furthermore, FurryBall supports the following materials:
The rest of the section will discuss the common Maya material shaders.
Common Maya Material Shader Attributes
All Common Shaders
All attributes from Common Material Attributes section are supported (some of them need special effect techniques enabled, eg. transparency or translucency). File textures and procedural textures can be attached to any of these attributes except Diffuse and Translucence Focus.
Hardware accelerated Layered Textures (max three layers) can be attached to the following attributes:
Blinn
All attributes from Specular Shading section are supported. File textures can be attached to all these attributes except Reflectivity and Reflected Color.
Phong
All attributes from Specular Shading section are supported. File texture can be attached to Specular Color attribute only.
PhongE
All attributes from Specular Shading section are supported. File texture can be attached to Specular Color attribute only.
Anisotropic
All attributes from Specular Shading section except for "Anisotropic Reflecivity" are supported. File texture can be attached to Specular Color attribute only.
Displacement
File texture or limited layered texture support. Mesh settings node with subdivision enabled must be attached to displaced mesh.
Maya Ramp Shader
FurryBall provides limited hardware support for the Maya Ramp Shader material. This shader is useful for creation of cartoon silhouette shading effects. The main limitation is that you cannot use textures in the individual ramps, you must use just colors. You can use textures only in the non-ramp attributes:
The rest of the attributes (Color, Transparency, Incandescence, Specular Color, Specular Roll Off, Reflectivity) support only color ramps (with arbitrary number of color-only inputs and interpolations). The specular part of the Ramp Shader in FurryBall is based on Blinn specular shading.
Special Attributes
There are several special attributes added by FurryBall plugin, see Material Node section for more details.
There is however one extra attribute used in case the texture is used as a transparency map and one if it is connected Material Node:
Transparency Tex Alpha
If this texture is used as a transparency map then FurryBall tries to recognize if this texture has an alpha channel (auto check from texture). The "yes" and "no" options override this detection manually.
FurryBall Settings Node
Name and direct link to FurryBall Material Node.
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