Bifröst


#21
    Hey, Baz. Traditionally, these additions show up in the SAP (Subscription  Advantage Pack) which in turn comes out roughly 6 months after a full  point release. Maya 2014 came out in April so this October/November is  when the next SAP should be available.
 
 Then again, Bifröst might not come out until Maya 2015. I remember Duncan demoing some nDynamic features a long time ago that didn't make it into Maya for close to 2 years.

#22

Yes, name is just name, they can use a China symbols, why not.
Is “ö” is a English letter?


#23

No, it’s a Scandinavian letter. Marcus Nordenstam (one of the Naiad developers) is Swedish, I believe.

Anyway, I think it’s a cool name for a cool piece of tech with lots of potential!


#24

question is , is it only a naiad port or do they go the royal way with , ICE finally translated into maya => in a low level nodal operators way . And this is what you use to control the FLIP solver and other dyn solvers …

well anyway this is good news … for maya users. They’ve nearly put S|3D in the grave , max is only getting bigger and bigger with new pluggins …

it looks that AD has chosen Maya for his big R&D efforts … cool :slight_smile:


#25

if that happen then they will lose the market…


#26

i like the name bi-frost its like saying 2.0-ice


#27

Not sure that they want to compete with someone.
In my vision they want to force studios to update old Maya licenses , that’s all.
If they wan’t to compete with someone then they just release it like standalone with old GUI before Realflow 2013.

After that 3ds max can got it(3-5 years later) with the same reasons and this max version have only little general feature update(so they save a lot of time for main development team and their work can go to another version). And Xsi going the same way in couple years after max.
Like a ViewCube story.

It’s IMO for sure, but look’s like more business solution (we just talking about business when come to AD, not user interest’s, right?)

@DutchDimension
Great he not from China :slight_smile:


#28

It’s been said elsewhere already, Bifrost is not just a fluid sim (nor was Naiad intended to remain one), it is supposed to be a procedural platform. It’s also not part of Maya, it’s its own platform, just it was shown hooked into Maya as that’s the first and most natural option for them.

As for the whole name debacle, it’s the Norse equivalent of the bridge between earth and heavens, or human and gods realm really. I doubt it was chosen just for its sound :slight_smile:
And it’s Norse/Swede because so is the Naiad team lead.


#29

Thx for precision Raffaele !

Now we need a screenshot :). It’s pretty embarrassing but … i’m impatient to discover a new AD features … it hasn’t happen since Maya 2009 and nParticles ! :slight_smile:


#30
    I have a different opinion than you have. Get over it, and please spare us all the pathetic polemics. lol
        
        "Maya" has nothing do with VFX/Games and "Blizzard" nothing with a games company? Just how uneducated and dense are you exactly? Both names actually do have lots to do with the respective uses/ventures both in terms of meaning and spirit. Actually, I'm having difficulty not being able to solidly connect any name of any piece of software etc to it's purpose just by interpreting the naming. That's what is called "good marketing"! 
    
    Beef-rösti (aka swiss hash-browns with beef) ... sorry.... Bifrösti kind of eludes me in terms of its associative meaning and marketing potential, so I asked for a conclusive explanation. Anyways, since you're obviously unable to deliver and Raffaele was the one to actually provide some more insight in a civil manner instead, I suggest you go fix some bugs instead of trolling around, pissing at people just because the don't share your likes/dislikes. And, gee, get some manners and education while you're at it, buddy! 
        
        Cheers!

#31

Lets keep it friendly folks.
Besides… It’s Friday! :bounce:


#32

Don’t hate me I’m just leaving these quotes here. A couple from this thread and the last from Autodesk last November.

Bifrost is not just a fluid sim (nor was Naiad intended to remain one), it is supposed to be a procedural platform. It’s also not part of Maya, it’s its own platform, just it was shown hooked into Maya as that’s the first and most natural option for them.

it’s the Norse equivalent of the bridge between earth and heavens, or human and gods realm really.

Our portfolio has almost 200 pieces of software. Right now, we are moving some apps (collaboration and analysis tools) to the cloud. Our long-term strategy is to move everything there.

:argh:


#33

Bifrost is a development code name, as far as I know.


#34

It’s also not part of Maya, it’s its own platform

That’s potentially can be not very good.
It can be like “program in program” and not work with some maya features. :shrug:
So it’s fit in what i posted above - there are no necessary to put it in maya from beginning.
But who then update Maya license’s if user can buy standlone platform separately…

Good if somebody share more info :buttrock:


#35

well to me it’s a clever choice cause …

  • trying to implement a VEX low level control in maya is gonna be pure PITA for AD engineers.
  • i am not an API expert but the way maya do connections beetween operators is not as clean as in H , thus implement such a system with hardcore stability is again PITA (impossible ?)
  • they have just buy a low level system coded by 2 of the best engineers in the world nordenstam+bridson
    that is already shinning
  • maya Code is i guess far more complex to maintain and make evolve without breaking other feature …
  • so if you outpout all the dynamics FLUID/RBD/SBD/PARTICLES/ in an external apps , coded by 2 bright guys , chance are that things are going to evolve faster than in maya.
  • this apps can also be link to other AD apps
  • Maya Dynamics is a mess you have tons of solver + pluggins that are not interacting together, trying to connect Bullet + Dmm + nDyn + Fluids + nCloth + Hair etc with the new dyn system is close to impossible, and if there are brave man at AD to meet the challenge, the result is going to enter quickly in the guiness record of unstability …
  • come one Marcus ! make something BIG ! we will have 2 Bazooka for making our shots H+Bfrost … :slight_smile:

#36

But if they add a completely independent system that can do all dynamics what a sense then developing a Nucleus?
Paying to Naiad team and Nucleus team would be nonsense cos they technically will exist in one package.


#37
 You make a good point igor ! but if maya wan't to compet with H , it has to have this low level data access all along the tree. And i don't know how AD engineers could implement this in maya, only 3 options to me.
 - rewrite the core from scratch 
 - try to create a virtual layer that give you the illusion that you have the VEX low level control (but in reality they are not acessing directly the basic function only binding ... so its slower)
 - output all pre-FX geo in an external app that deal perfectly with low level data and use nucleus has a cloth / hair fx tools for the CFX guys

SESI is going really really fast, so they have to find a way to focus their team on features dev and not on debug … and focusing on an external tool coded by 2 genius , is the easiest way to go ( well i guess ? ) :slight_smile:


#38

Excuse me for my misunderstanding, I’m still a novice… but what about ICE ? Doesn’t give this low level control or what else? It’s in Softimage of course but also it’s in AD for a long time


#39

ITT: People who don’t know about software development talking as experts on codebases they have never seen.


#40

i would say talking as a technical user … :).