Bifrost for Maya announced
Autodesk has announced Bifrost for Maya which will ship on July 31 with the Maya 2019.2 release. The new Bifrost offers a node-based visual programming environment to create many types of VFX including smoke, fire, and fuzz and effects that require high-performance particle systems. Some of the main features include:
- Ready-to-Use Graphs – Users can quickly create effects using presets.
- One Graph – In a single visual programming graph, users can combine nodes ranging from math operations to simulations.
- Realistic Previews – Users can see exactly how effects will look after lighting and rendering right in the Arnold Viewport in Maya.
- Detailed Smoke, Fire and Explosions – New physically-based solvers for aerodynamics and combustion make it easy to create natural-looking fire effects.
- The Material Point Method – The new MPM solver helps users tackle realistic granular, cloth and fibre simulations.
- High-Performance Particle System – A new particle system crafted entirely using visual programming adds power and scalability to particle workflows in Maya.
- Artistic Effects with Volumes – Bifrost comes loaded with nodes that help artists convert between meshes, points and volumes to create artistic effects.
- Flexible Instancing – High-performance, rendering-friendly instancing empowers users to create enormous complexity in their scenes.
- Detailed Hair, Fur and Fuzz – Artists can now model things consisting of multiple fibres (or strands) procedurally.
Bifrost for Maya will be available for download on July 31, 2019 and will work with any version of Maya 2018 or later. It will also be included in the installer for Maya 2019.2 and later versions. 3DS Max users will know Bifrost as the technology behind Max Fluids, so it is possible some of this may find its way into Max in the future as well. More information about Bifrost is available on Autodesk’s website.
I hope this will get to MAX before I cancel my maintenance.
“One of the key advantages of MPM is that the behavior of simulations remains consistent as resolution increases.” I would ditch Phoenix FD just for this. I hate how I test in a low resolution grid, only to find that the high resolution grid looks nothing like it in Phoenix.
not the best thread for this topic but did you try this? https://docs.chaosgroup.com/display/PHX3MAX/FireSmoke+Resimulation
Yes, that does work. But a lot of my tests are only seconds long to try and get the look and feel, where the final is upwards of 20-30 seconds. So basically simulating twice to keep the low resolution movement if I use that method. Usually it isn’t critical and the client couldn’t tell the difference anyway, but still annoying to the artist.
Just join the beta and start using bifrost in max now
I recall applying as a 3ds Max beta tester, and have never got an invite. Isn’t as simply as just signing up and you become one.
Isn’t there an NDA for beta users anyways, like you are not allowed to mention that Bifrost is being tested in Max? Cool to know though. 🙂
It’s easier now to get in the beta. Try again.
I can not say anything it’s not public. But at siggraph we have been announcing and showing bifrost working in max, so its public information now.
Hopefully we might get some info of when it’s coming to Max (give or take).
The submissions are scanned for legitimacy, so if you register use a real name, and add info about yourself in the respective areas. There are a lot of blanks ones with not-real names. You can email me if you want once you have registered and I’ll look for your name.
Where exactly should I be registered? It’s been awhile. The standard Autodesk Account, AREA, or Autodesk Product Research? I’m registered in all with my full name, but haven’t done much to my profile.
Edit: Found the proper link at the Feedback Community and applied. Now where do I find your email? Is it just the me.beta.3dsmax account?
it’s nice to see all the work the Maya Team is doing for Max
YEEEEESSSS . Lovly MAYA 🙂
Is this a joke? How many years since naiad was bought up? I realize Bifrost 2019 will be better but it’s incredible to me it’s taken this long to get the node based Bifrost graph back. While it’s a big win for Maya users, Maya is not exactly a great FX tool (opinion and experience).
That being said, I’m glad for the users and studios that it will help.
Its not just a graph. Everything is new on this software. It does not have much todo with with Bifrost from the past. Its a standalone thing that does work outside of max or maya.
Yeah, A classic with Autodesk… releasing a total unusable piece of crap tool, then 6 years later, the v1.0 is finally decent shape (but they call it v2.0 of course and sell it as a new great feature ahah). Remember the viewport 2.0 ? Same lame story.
Sounds exactly like Naida the nodebased fluid tool which it was befor autodesk bought it 7 years ago :/ …2012 there was already a plugin available to use it directly in max.
No, it is not. Bifrost is a standalone applications, portable to any 3d app. Its open to third party developers. Has an MPM solver writen by the same people they create the papers Frozen snow. Has an aero solver with a multi resolution in one grid, has instancing, strands, vdbs, and much more. Could be similar, but it is not at all.
Naida was also a standalone tool portable to other 3d app … but good to hear that something has improved/changed in 7 yeras! 😀
Could you do rigging solvers with Naidad like this one here?
https://forums.autodesk.com/t5/bifrost-forum/mjcg-compounds/td-p/8920114
I am not denying it looks cool, but naiad was very powerful 7 years ago. It’s taken this long to be able to do the same things in naiad as you now can do in Bifrost. That’s just my opinion, I’ll reiterate that I’m glad it’ll help people. Personally I see other software evolving way faster with way more meaningful updates every year. People here went nuts for being able to detach a window. It’s great, but that’s kind of sad to me.
Yup the development speed isn’t worth of autodesk’s rental prices (just few real new features to naiad workflow – what i remember after 7 years – it really took a lot of time and this is all they got ready?). AD’s development speed is slow and poor (but its not my problmen i am totally fine with that fact 🙂 – i am not anymore ad software user) when you compare the development speed and improvements/features/bug fixes to HoudiniFX or Blender or to newest Lightwave3D which was quite impressive imo. But C4D was very dissapointing just like modo releases has been many years. Already started play with Blender 2.8 and it feels amazing – so good. I really hope Epic’s investments will speed up the development even faster.
I suggest everyone try it out. It is not tied specifically to Maya or Max, and can be run headless as well. The development team will be releasing updates independently. Expect to see them moving quickly. You can download the updates here: https://area.autodesk.com/bifrost/
I suggest to study houdini, sidefx is super responsive and they do daily builds.
https://www.sidefx.com/download/
I have to say it brings me joy to see the Maya team working on Max features,
I just hope in the future we can skip releasing the test in Maya and go straight to Max,
axe Maya and get this to Max ASAP
Autodesk better add this to 3ds Max ASAP or we will switch to Houdini for good.
It was being shown running in Max at SIGGRAPH, and you’ll be able to pass graphs back and forth with Maya. It’s coming.
I see a lot of pretty things here, but in other forums I see some things that surprise me because I thought those should be basic:
– Fluid solver and Smoke solver are independent are not unified, in general solvers are independent from each other.
– No rigid body solver.
Are these things true?
– If that’s the case I see some separated solvers with a particle system behind that works in a node based system but nothing near to Houdini or to what Autodesk tries to communicate.
– If it’s not the case, it’s a good step forward, a pity that it arrives so late to the party, too many present competitors, too bad company behind this, not trust can be deposited on Autodesk.
Thats true for now. Unified everything is coming.
When?
I knew there was a catch 😀
it seems cool but the main problem is that is inside maya.
It
s not. This is why it
s so interesting…Yes ok it’s a plugin, but is only for Maya. They can claim that it will.come for 3ds as well, but now it’s sold as part of Maya. And we’re talking about adsk, not exactly famous for taking care of the products they own,so I wouldn’t be so hyped.
Whatever..
Why do you find it so interesting?
Do you think it will be released as an standalone system?
It will be part of max, that’s for sure, but beyond Max/Maya… why do you find interesting that it’s a separated process?
They said they are working already porting it to other 3d apps. I saw things… that Im not sure Im able to say.
Its interesting its a separated process, because it means any third party developer can now write tools in Bifrost instead of maxscript, or python or C++ for a specific program, and the tool is available on all other 3d apps.
Its interesting because bifrost is “freaking” fast evaluating graphs, without needing to compile. Is way faster than Mel, or maxscript. Writing graphs in max, since bifrost is out of core, and its multithread, means you have automatically multithread modifiers, running faster than the build in C++ modifiers in max.
so is like fabric?
This BiFrost graph has nothing to do with NAIAD, The real project name was Amino.
They are just re-using the name, “BiFrost”.
This is a generic visual programing framwwork like ICE or Fabric Engine with many solvers built-in.
This runs as a standalone and have 3dsMax and Maya bridge just like Fabric Engine.
As of now, it has Gas solver(Aero), MPM solver, point manipulation, volume tool kit and instancing engine.
RBD and old Fluid(MaxFluid and Maya BoFrost Fluid) will come to BiFrost graph in the future.
Also at siggraph, they showed the field tool will come out soon.