The trick is to try and clip/crop the mesh before you save it. For example
just keep the top surface, which will make all the process much smoother.

How you do that with Bifrost? no idea. Luckily in Houdini this is quite
straight forward ;)


On 30 June 2014 17:16, Nuno Conceicao <[email protected]> wrote:

> Thank you guys
> Vincent, that's an idea it didn't occur to me, we will look into that
> option too, thanks
> Eric, what would be the ideal format the emTopolizer2 have to read from
> maya/bifrost?
>
>
>
> On Mon, Jun 30, 2014 at 2:55 PM, Eric Mootz <[email protected]> wrote:
>
>> Hey Nuno,
>>
>> Perhaps you could use the latest emTopolizer2.
>> It has the newest Polygonizer core as well as the new particle read
>> features.
>>
>> Best,
>> Eric
>>
>>
>> Am 30.06.2014 14:43, schrieb Nuno Conceicao:
>>
>>  Anyone out there doing this particular workflow?
>>> We are animating in Softimage 2014, point cache to Maya where the fluid
>>> simulation is done using Maya's Bifrost new feature set, then we need to
>>> render this out back in Sitoa/Softimage 2014.
>>> What should be the best procedure to transfer the fluid data between the
>>> 2 apps?
>>> Meshing in Maya or in Softimage?
>>> What about particular data attributes like vorticity?
>>> Can it be done using the native Alembic format in 2015? Or other
>>> export/import alternatives?
>>> Any pointers and/or tested workflow examples would be really appreciated
>>>
>>> Cheers
>>>
>>> Nuno
>>>
>>>
>>>
>>
>

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