Maya 2020.4 New Chapter for Bifrost can it do basic cad multi curve profile loft boolean fillet blends with history


#1

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?


#2

On other useless rant from your side.
This is a cryptic text noone can follow.
If you have troubles with maya use a other software.


#3

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 or a boolean mesh blend with a fillet?

here you go ultrasimple…maybe bruce lee can?

make it easy forget the rest maya baby steps.

a is a curve strand to you,
b is join cuves

b part 2 is delete double transform freeze transform ( not sure,is bifrost sure?)

c is loft cuves
d is boolean similar loft
e is fillet intersection
f is convert to quad poly
g is unwrap uvs
h is history on the above

repeat for nuts and bolts

and in bifrost where are these nodes a to h?

mix it up add
i hires layer sculpt
j 3d texture paint with layers and hand paint blue noise maps
k output displace and normal map

after that rig it give it fur and water drips all still in bifrost hey presto
vfx node pipeline…
lets move “a” curve
can it handle it scotty.

these are your gaudi,hadid,buildings or your oak,fir,trees, your x,y,z,wing spacecraft.
or are we in reality still at one version no history bifrost for “modelling” as of maya 2020.4
no x,y,z spacecraft for you. (brute force each bolt so long as you dont move it.)
(obviously default bifrost particles not modelling is parametric, many versions)

all this “modelling” can it bemade using varieties of move that point along a vector that are bifrost nodes?
maybe it can, i literally dont know is it hidden in gamer seagraph youtube tuts ?

to do this, using a single node system as desired
do you have to use other software, if so what is the recommended software
and why isnt it maya?

love to see the TDs who get bifrost,xgen,mash,ncloth dynamics rigged animated all working together
with mayas regular history nodes and output to USD with arnold shaders… GO the team thats what i say,
personally i will be gobsmacked if they do it in bifrost.

i presume it happens…reckon those TDs will be praying for single node system.

Is the aim to do it all in bifrost like houdini?
i thought it would appear under the modelling tab in bifrost
ie ffds, bends,lofts etc nodes?

basically can you do nurb and modelling with history in bifrost? No you cant?

maya should come clean and say if bifrost is the long awaited single node system for maya,
and if it is, stop dithering about, and start churning out the nodes so users
can start using nuke type graphs. modelling nodes are the foundation of 3d.
much as we love particles.

the issue i see , i dont wont to be hand building a bend node, with 10 connected
particle “vector” whatever nodes that are too hard to find,
the bend would be a compound node with bend label supplied
by autodesk not the gamer do it your sparetime division.
with direction and limits. ie a nuke , houdini, 3dsmax bend node.

whats in a houdini bend node use that.

does it exist in mayas default node graph sort of but broken half working
outside of bifrost messup style.

one node system maya.
repeat after us all
one node system maya.

like watching a sand pile growing grain by grain