@Chris, join the force, switch to H !

Le mar. 13 août 2019 à 14:17, Chris Marshall <[email protected]> a
écrit :

> As I'm still on ICE this looks very interesting to me. One hurdle for
> switching to Houdini, for us as a very small all round shop, is the cost.
> Simple as that.
>
> On Tue, 13 Aug 2019 at 12:29, Jonathan Moore <[email protected]>
> wrote:
>
>> At the moment it's mainly about the various simulation solvers and this
>> is the stuff where the graphs are similar between Maya and Max (we were
>> only part of the Maya beta so I'm basing my Max comments on conversations
>> I've had with Max folk). But the plan is to integrate things like MASH in
>> Maya and third party plugins like the Thinkbox and Cebas stuff in Max. This
>> will make Bifrost Graph more rounded to each particular audience.
>>
>> If you take a gander on the Maya Bifrost forum you'll see some early
>> rigging compounds being shared that are unique to Maya (to be expected,
>> given the typical profile of Maya artists/studios). These give early
>> indications as to the manner in which Bifrost Graph visual programming can
>> be extended beyond the solvers. But it must be said, at the moment, beyond
>> the typical mathematical expression type nodes, the breadth of Bifrost
>> Graph's non solver capabilities is thin of the ground. The particles
>> options are particularly disappointing at this stage. But I'd expect
>> compounds to appear over time from the more technically minded artists in
>> the community and these will hopefully make the particles feature-set more
>> artist friendly.
>>
>> It's also worth keeping an eye on the Area downloads section as the
>> Bifrost Graph team are sharing beta compounds that are still a work in
>> progress.
>>
>> My biggest gripe with Bifrost Graph in Maya compared to ICE is that ICE
>> always felt like a native playground that was a natural extension of the
>> Softimage core. In Maya, there's a lot of juggling between the Maya DG and
>> Bifrost Graph and it's this that's catching out the less technically minded
>> Maya artists. It's less of a problem when sticking with the main solvers
>> (which are really great) but when attempting to be more creative beyond
>> those solvers, you need a thorough understanding of the Maya DG plumbing.
>>
>> Having said all that it's easy to forget how much ICE evolved from it's
>> inception so I'm confident that Bifrost Graph will grow significantly over
>> time. And much like with ICE, there will be artists that utilise the
>> compounds that technical artists share in preference to getting their hands
>> dirty themselves.
>>
>> I'm really intrigued by the possibilities of Bifrost in Max as Max's
>> plumbing is far more accessible to the less technically minded. Much as the
>> Max Creation Graph is slow and clumsy in implementation  (it's still
>> MaxScript under the hood) the underlying API is ripe for exploitation. In
>> many ways Max is closer to Soft than Maya and over the last 4 or 5 release
>> cycles the Max development team have made Max a far more nimble environment
>> to work in. With the likes of TyFlow, ThinkingParticles and the Thinkbox
>> apps, there could be some really interesting integration possibilities. And
>> now that ADSK have seen the power of 'Indie' in terms of community building
>> (the masterstroke was SideFX's but ADSK had to get there in the end); it's
>> possible that Max could start building an audience in new sectors such as
>> motion design where independent artists outside of studios are still able
>> to punch above their weight.
>>
>> On Mon, 12 Aug 2019 at 17:26, phil harbath <[email protected]>
>> wrote:
>>
>>> Does it do non-simulated pointcloud stuff like ICE, I looked it over
>>> however, it is different enough that is makes it hard for me to tell.  I
>>> did a lot
>>> of motion graphics stuff with ice along with arrays of instanced
>>> shapes/geo and if it did all that I would be willing to give it a real shot.
>>>
>>> thanks
>>> Phil
>>>
>>
>
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