Autodesk has released 4 new quick tip tutorials for Bifrost or for those that want more in-depth knowledge there are 5 new masterclasses. To watch them, visit the quick tutorial and masterclass playlists on YouTube.
Autodesk has released 4 new quick tip tutorials for Bifrost or for those that want more in-depth knowledge there are 5 new masterclasses. To watch them, visit the quick tutorial and masterclass playlists on YouTube.
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I really hope they keep adding tutorials for this, especially since they should work between 3ds Max and Maya. Bigger audience, more tutorials? I had high hopes for MCG, but few good tutorials didn’t help much and needing to install the MCG or have each render node point to a network location of the created MCG is an annoyance. I’m assuming/hoping Bifrost won’t need to do this to work on render nodes.
FWIW, if you had “Include maps” when network rendering, the MCG graphs would be packed up and sent so you didn’t have to put them on a shared network location. Not as intuitive as it should have been, I know.
Did all versions of Max pass that on using include maps? I have that on by default, and that never seemed to work. In my case, it was a simple MCG that converted soft selection into vertex color masks, and the nodes never used it so I end up collapsing it. That was on 2018, haven’t tried in 2019 or 2020.
Apart from the solvers, how does this compare to MCG?
At first, Bifrost is not as deep integrated in max as MCG (right now), so less access to some data. In the other side, Bifrost is multiplatform, you dont need to compile to see your changes in realtime, and its, way, way faster than MCG. To the level there is not much difference between Bifrost or a C++ legacy max modifier. In maya Bifrost is way faster than MEL.
Also we can do on the beta already Instancing on max, this was what has been previewed at Siggraph. Having over 500K instanced skin characters deforming on the viewport at 30fps on a laptop is something quite impressive.
Sounds quite impressive.Thanks for the answer,Eloi. Can
t wait to try this in 3dsmax.I quite like MCG, and i have done some things in it.But for my taste its way to low-level.So i see that Bifrost has a concept of higher-level, reuseable compounds too and i really like that.another tutorial here
https://www.youtube.com/watch?v=ePR0oye2wvo
seems very satifying to work with
Some nice possibilities for rigging too, IK chain solver exemple :
https://www.reddit.com/r/Maya/comments/cndals/multi_chain_ik_solver_in_bifrost/