FurryBall GPU realtime renderer for Maya in production quality
FurryBall is unique real-time GPU renderer in production quality implement directly to Maya.

Have you ever dreamed of the capacity to light, rotate or change parameters in real-time in scenes that contain textures, bump maps, soft shadows, reflections, refractions and dynamic hair?


Your dreams have come true – introducing 
FurryBall!

Everything you see in Maya window can be rendered out directly in 32bit image depth, multiple render passes and much more...

We developed FurryBall for purposes of our studio. We produce our new CGI feature movie and commercials in FurryBall.   
Stop wasting time waiting for your render, work in real-time right now! You can switch between preview and final rendering simply by changing your preset. Do you want to see the dynamic behavior of your character’s hair? Shake it! Do you need to change the amount of reflection or index of refraction? Change it in real-time! Do you want to render into layers? Just make your choice... FurryBall gives you complete artistic freedom.

One licence of FurryBall has the power to replace about 30 computers with CPU renderer in your renderfarm!




System requirements
Windows Vista or Windows 7 (32bit or 64bit), DirectX 10 capable graphics card, Autodesk Maya Unlimited 2008, 2009, 2010 (32bit or 64bit)

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FAQ

Will FurryBall run on my computer?
To run FurryBall plugin you will need:
- any system running Windows Vista or Windows 7 32bit or 64bit (Windows Server 2008 should work but was not tested)
- Autodesk Maya 2008, 2009, 2010, 2011 (32bit or 64bit)
- DirectX 10 fully capable graphics card
--- nVidia GTX 8xxx or later series
--- nVidia Quadro 4800 or 5800 (lower versions are supported but not recommended)
--- Ati R600 or later chipsets (Radeon HD 2xxx series card or later)
- there is no minimum requirement for video memory but at least 512MB is strongly recommended

Which graphics card I need for FurryBall?
For new Displacement and Subdivision feature you will need any DX11 compatible graphics card (ATI or NVIDIA).
But FurryBall is also compatible with DX10 graphics card, just DX11 features are not available.

Is there important powerfull CPU?
Beacuse FurryBall use GPU for rendering, there is not so important power of your CPU. (For All videos we use Quad-core CPU 2.1 Ghz, 4GB of RAM)

Are any other OS supported?
No, FurryBall needs Microsoft DirectX 10 libraries and  thus requires Windows Vista or Windows 7.

Will FurryBall support some other systems (OSX, LInux...)?
Not at the moment - FurryBall needs DirecX and this is just under Windows..

Why won't FurryBall work with Windows XP?
FurryBall needs Microsoft DirectX 10 features - XP officially supports DX9 only.

Will FurryBall support other applications (3DS Max, ...)?
Not at this moment, FurryBall is very close bound with Maya interface and it's not easy to transfer it to other application easily.

Why there is little or no CPU usage during rendering?
This is a good sign, it means most of the CPU power is available to other computations like dynamics, geometry deforming and many effects done by Maya when rendering animation sequence. More CPU power (for both FurryBall and Maya) is also needed when managing large number of objects in scene.

Is SLI/CrossFire or other multiGPU solution supported?
SLI and/or CrossFire scaling systems are not currently supported, they will work but there will be no or minimal performance increase.
However we plan to use much more sophisticated method for multiGPU scaling, at this time we are thinking of writing our own system or using something like Hydra.
This means that FurryBall should use full power of all GPUs in your system in the future, no matter if they are SLI or CrossFire connected.