For oglu s help , lets call it can you actually do modelling with history in bifrost? as of 2020.4 nurb
and poly modelling still not in bifrost modelling tab…wait another year.
Maya 2020.4 Marks a New Chapter for Bifrost can it do basic cad multi curve profle loft then do boolean fillet blends with history,(ie fusion360), or mesh boolean fillets (hardmesh)
then convert that to a sculpt mesh hires with layers, and output displacement and normal maps, and 3d texture paint. (ie blender), can it shell(3dsmax,cad), do non overlapping extrudes and bevels(3dsmax,houdini)?
can it connect 3 nurbs curves together and maintain history
3dsmax edit poly(who needs that all of us),
houdini 3dsmax auto select boundary edge,is it there?
havent got access to it, so curious?
these are your parametric buidings in your environment.
“calling all environment artists build your parametric buildings and terrains with puffy
clouds and seas in bifrost”
apparently you can do the terrain trees clouds bit.
Lights, Cameras, FX: Exploring What’s Possible with Bifrost
https://www.youtube.com/watch?v=4D02lB-Tq4Y
at 20:14 and before
ok till you look at the graph at 19:04
its like it all needs packing up put terrain in here, trees in here,
graphic node for tree rotations and size, and slope map erode graphic nodes.
the terrain import might be cheating as not sure if you can do real erosion.
could an average user build it from scratch confronted by an endless list of nodes, probably not,
too many nodes saying say rotation in list ie probably 20 which do you use?
maya needs to pack bifrost nodes systems into bifrost packet systems 90% of cases covered,
and then get them working together not sure how apart from building fresh systems each time.
terrain, fur,cloth, endless sea ( not that one too hard with maya tiled noise)
so still work in progress, i still dont know where parametric modelling fits in yet
my main interest?
is modelling still essentially using particles and instances only in bifrost?