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Sachin Shrestha
India
Приєднався 10 лип 2006
I'm a VFX and Animation professional dabbling in computer graphics, films, music and art in general for the last 2 decades or so. Thank you for checking out my channel!
अन्तराभव (Between Existence)
An experiential short film that explores the states between existence. All the pixels have been generated using Midjourney and RunwayML Gen-3 Alpha. Music by Sachin Shrestha.
अन्तराभव i.e. Antara-bhava is a concept in Buddhism/Hinduism that essentially is the state between the living and those who have broken away from the cycle of rebirth by attaining moksha/nirvana. So, it is sort of a purgatory state, if you will.
I wanted to explore this subject with a less structured narrative and more mood and atmosphere and make it more experiential. Works of Bergman, Tarkovsky, Ceylan and the likes have heavily influenced this piece as have the Qatsi series (clearly). I tried using some of my photography stuff as a guide to the image generation process as well.
You can watch the 4K Remastered version here:
ua-cam.com/video/OpCo5X3RqWA/v-deo.html
#gen48 #runway #midjourney #aivideoart #ai #aifilm #india #cinema #experiential #short
अन्तराभव i.e. Antara-bhava is a concept in Buddhism/Hinduism that essentially is the state between the living and those who have broken away from the cycle of rebirth by attaining moksha/nirvana. So, it is sort of a purgatory state, if you will.
I wanted to explore this subject with a less structured narrative and more mood and atmosphere and make it more experiential. Works of Bergman, Tarkovsky, Ceylan and the likes have heavily influenced this piece as have the Qatsi series (clearly). I tried using some of my photography stuff as a guide to the image generation process as well.
You can watch the 4K Remastered version here:
ua-cam.com/video/OpCo5X3RqWA/v-deo.html
#gen48 #runway #midjourney #aivideoart #ai #aifilm #india #cinema #experiential #short
Переглядів: 726
Відео
अन्तराभव (Between Existence) - 4K Remaster
Переглядів 1152 години тому
4K Remastered Version. An experiential short film that explores the states between existence. All the pixels have been generated using Midjourney and RunwayML Gen-3 Alpha. Music by Sachin Shrestha. अन्तराभव i.e. Antara-bhava is a concept in Buddhism/Hinduism that essentially is the state between the living and those who have broken away from the cycle of rebirth by attaining moksha/nirvana. So,...
Autodesk India Maya Bifrost Webinar 12.17.2020
Переглядів 1,4 тис.3 роки тому
Here is an edit of the recent webinar I conducted for Autodesk India on Maya Bifrost.
Bifrost Feather Generator
Переглядів 4,7 тис.3 роки тому
Somebody asked me during my bifrost webinar last week if it was possible to generate feathers in bifrost. This is an example of that. Hopefully the process is clear in the video. This setup is entirely procedural and in graph. The shape of feather vane region is controlled via the fcurve spline and the range nodes. I have layered multiple noise nodes to break-up the feather barbs. You can gener...
Bifrost Path Tool (WIP)
Переглядів 1,1 тис.3 роки тому
Trying out a path tool to convert any animation onto a path using bifrost. I started on this for my crowd test as a method to generate locomotion. This is not yet there at all as you can see lots of artifacts with the orientation and I think I also need to scale the motion by the original velocity to avoid sliding. You can see me toggle between the original animation and the one converted to th...
Bifrost Crowd System
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A quick "crowd" system I created couple of nights ago as a closer to my Autodesk India Bifrost webinar. This is my hat-tip to and applause for the Bifrost dev and support team who have put in a great deal of effort to push Maya towards its next big leap! There are obvious problems with the setup as you can see some characters penetrate with the stadium mesh and I may not have enough motion cycl...
Bifrost Velocity Trails
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In this example, I show how we could create a non simulated trail effect with bifrost. WARNING: Some portions of the video may have strobing effect (due to the velocity colors).
Bifrost Maya Hair To Strands Instancer
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With the latest release of Maya 2020.4 which brings us Bifrost 2.2.0.0, we can now directly import Maya curves into bifrost graph without hacking it in with a script. This opens up possibilities like getting Maya nHair curves into bifrost and instancing objects on strand points. This is a recreation of a cornfield system I had created almost over a decade ago using the excellent SOuP for Maya n...
Bifrost Camera Silhouette Points
Переглядів 7153 роки тому
A user asked this on the bifrost area forums: forums.autodesk.com/t5/bifrost-forum/creating-strand-s-along-the-camera-perceived-outline-of-a-mesh/td-p/9919717 So, here is my example setup that illustrates how one could solve this problem. Check the mesh normals against the camera view direction and find out the points within a given range. Its a rough approximation that may work fr some use cas...
Bifrost Grow Points Selection
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An example bifrost network that benefits from the modularity of creating one bifrost graph for each "function" of your bifrost program. You can daisy chain the graphs together in Maya using object outputs and Maya's native DG evaluation takes care of reusing the cached results or re-computing the dirty graphs. A neat way to program your bifrost nodes in Maya. Pro tip courtesy of Jonah Friedman ...
Bifrost Mountain Terrain
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Continuing my exploration of creating procedural terrain systems with bifrost in Maya, here is a quick test of a mountain generator graph. Everything is generated within bifrost with no external geometry input. Starting point is a bifrost plane geometry. An initial voronoi noise displacement provides the peaks and valleys with an additional fractal noise layer that provides further geometry bre...
Bifrost Canyon/Caves Terrain System
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A canyon/cave terrain system example created entirely in a procedural manner with bifrost. Starting point is a cube which is convert into a level set volume and with fractal volume booleans we get the base cave/canyon model. Then we displace the geometry using voronoi and fractal noise to get the erosion ridges. UPDATE 2021/10/24 - You can find the scene file attached to this post on our "Bifro...
Bifrost Shortest Path By Angle
Переглядів 5303 роки тому
Testing an implementation of shortest path between two points based on smallest angle to the end point instead of shortest edge length.
Bifrost Procedural Rocks
Переглядів 9323 роки тому
A simple example for creating procedural rocks using volumetric noise fields in bifrost. Here I subtract a noise field from the initial voxel field constructed from the input mesh cube, so it's sort of a volume boolean. One could layer multiple such operations to create more complex structures. Fast and completely procedural!
Bifrost Alien Poppy Fields
Переглядів 5533 роки тому
Alien Poppy Fields with bifrost and arnold. using the previously posted FTL method to constrain the strands for length preservation and using fractal noise and randomized vectors to generate wind field. The difference is apparent when I toggle the length preservation mode on and off.
Fantabulous.
Thank you!
Amazing generative Art ! the deep thoughtful lines you may have written, nothing less than a code. Last few scenes felt like every one perceived nature differently.
Thanks Nitin for the thoughtful comment and liking this piece. Really appreciate it.
Awesome
Thank you! :-)
Beautyyyy masterpiece
Thank you!
very nice keep it up
Bappa!! Thank you :-)
Brilliant old friend !
Thank you Zebu :-)
What a deep thought you expressed excellent work no words to express my feelings keep it up !
❤️
Congratulations! Amazing work, I really liked it! Good luck in the Runway competition! 😉 I'm doing a marathon to watch "all" the works, and yours is really remarkable!
Thank you. Wish you good luck too!
Incredible job!
Thank you!
Bro could you please share the work file!?
can i convert it to maya mesh?How to work?
Any Idea to get this to work on Maya 2023?
i like it, post more bifrost!
Great idea and tutorial, but it could be a bit easier, since I'm fishing back and forth to see what is connected to what. Sugestion, show the wireframe of the starting cube. Also scale of the cube, because probably that is very important as well. Show the full graph in maximum frame, so it's easier to connect the nodes. End result I get is much different, it looks like just cube, it doesn't have a shape of the starting cube, but looks like cube with ratio 1:1:1. And another question, I don't have fractal_noise_field_base, just fractal_noise_field. Seems like needs bounding box value of initial mesh to go into volume size. Thanks for sharing.
Hey bro, can you share "compute_voronoi_pointShape" graph or file, thanks!
Hi. Did you have a scene to share? Thanks
I have updated the video description with the link to the scene file I shared on the "Bifrost Addicts" discord server. Please let me know if you have issues joining.
Well that was unexpected
Funny Autodesk, usability 0 points
Cool!
Nice!, Thanks for sharing!!!
This reminds me of the SOuP scatter particles from the projection. Nice!
nice
How was the feather quill created?
The quill was just another strand and you use the extrude tube compound to create actual geometry.
So, the most professional tools should deliver full flexibility, expose parameters, components, offer programmable pipelines (not just visual scripting, but code - like houdini vex), and offer clean and scalable workflows.
The Bifrost team is working on all of that, Bifrost is pretty new compared to Houdini, you can't expect it to be as powerful from the beginning.
@@leecaste Agreed, I really wish they have thing like wrangler node, and provide getter and setter functions to attributes, have utility functions to do things like raycasting, querying neighbor points, find closest distance, matrix and quat calculation, have code that can simply add a geometry element, add and strip attributes. One downside of Houdini is non-unified coding style, I believe Maya can do better on that because it does not have to consider backward compatibility.
Yes, that's certainly one advantage that bifrost would have since its more current generation and won't have legacy stuff to support. Some of us did bring up a VEX like JIT compiled coding environment for bifrost. I guess first the entire platform will be stabilized and all the core functionality made available via the visual programming front end and when that matures a bit, we might see some movement on coding support. There's no doubt in my mind that all that would eventually happen so its just a matter of time and enough dev resources.
This tool is specified and needs developmental knowledge for users and it is not as simple as it shows . The problem is that the artist does not have enough time to find a solution for nods to use this tool . This can be used by a developers only . There should be people fully concentrate on this and prepare the tools so all artists can use it generally.
Well, that’s the whole point of sharing the scene file with the users to help them learn this. I don’t see what your point is?
@@noizfactory He thinks bifrost is too hard for him to use, so it must be for others as well. LOL
is that hair? Can I render it in vray for example?
Currently Bifrost doesn’t have direct support for other renderers besides Arnold. Hopefully that’ll change sometime soon once there’s a public SDK. In the meantime, one way to render it in another renderer would be to export this as alembic from Bifrost. And yes, this is all Bifrost strands i.e. curves.
Can u make a procedural tree using this method?
I think that should be totally possible and did cross my mind when starting on this. On my to do list so hopefully will get to it at some point. Thanks for watching the video! :-)
@@noizfactory Yeah, would be cool to not need to use other programs to create procedural trees, maybe they'll also add the ability to create procedural terrain.
woooooooooowwwwwwwwwwwwwww
Very basic feather but cool at starting point to develop
Yes, its a prototype so hoping to continue building on top of this. Barbules on barbs added as well. Link updated in the description.
@@noizfactory cool! Do you an expert in bifrost? I have a few questions)
@@CGMeneldil Not an expert but ask away! :-)
wow, I really need to learn bifrost.
Dive in! Its a lot of fun!
awesome! thank you.
Wonderful...
Amazing
Thanks Pranay! Scene file link added to the description :-)
@@noizfactory awesome, thanks. Your file will help me dig deep into strands. I'll be exploring Bifrost more deeply during my Christmas break.
Is the direction calculated in this way?? 1. "point_position" - "target_position" 2. input "normal" in "normal_and_tangent_to_orientation" 3.output "quaternion" input set geo "point_orientation"
In my case, I simply create an up vector array with Y up (0, 1, 0) as the vector. Then I pass this as the rotation axis to the rotate points node and for the amount of rotation I pass 180 degrees of rotation through a degrees_to_radians node. This orients my crowd instances to face inwards towards the center of the stadium.
Can you recommend any tutorial to learn making these stuff on bifrost?
For learning Bifrost itself, please check out the new official central hubby Autodesk for all things Bifrost: makeanything.autodesk.com/bifrost Here you should be able to find lots of links shared by them for learning Bifrost. Re this specific example, I’ll try to post a tutorial sometime to explain my process. Thank you for checking my work 🙂
Will bifrost be able handle fracturing and destruction?
It doesn’t do that out of the box yet. Hopefully we will see some rigid solver in Bifrost at some point!
definitely something we want to do!
@@noizfactory I hope you guys get around to it soon. I see a lot of great stuff being done with bifrost. Rigid Destruction capabilities would be a great addition
wow! well done
MUSIC!
just checking the update I also see improvement in the mpm thin shells i guess means can use planes as leaves falling for example? , exactly now im working on a project thousand leaves around , and for now is better use ncloth , bifrost even if try better detail size , seems leaves are stick together and slow to calculate , by the way , im very interested about this new curves import into the graph , could export bif as curves also ? i really would like use the strands dynamics and attach them to guide yeti or xgen hair system , now can import curves convert them to strands but could convert those strands to curves? and i want avoid alembic hundreds frames of thousands curves , just output bif curves and use directly as guides to yeti would be nice
Right now you cannot round trip the strands data back into Maya as curves. You will have to go through the alembic route. If you want to attach them to xgen or yeti as guides, then afaik, both accept guides alembic file as well (at least xgen does) and in production I’ve always eventually baked out the guides as alembic and attached them through the guides modifier for final rendering.
Oh I love you for this.. thank you for sharing Sachin !
great stuff
Hi Sachin Thank you for sharing this video. I am just interested in your bifrost solution here. For those erosion lines (red lines), can they be generated into Maya NURBS lines? Is there some way you can share your bifrost graph with me? I am 3D artist working on some personal projects. I can use some of your solutions to suit my needs. Would you like to collaborate? Please contact me via email: aladdin518@yahoo.com. Thank you. aladdin518
Hello there, Yes, currently you can indirectly convert those erosion lines into Maya curves by exporting the bifrost strands as alembic and then importing that alembic into Maya. You could also directly render the strands out of bifrost with arnold as they are treated as arnold curves. I do plan to share this scene with the community at some point. I still need to clean up the graph, add some more features and test it a bit more. I can't promise how soon that will be. In the mean time if you have any specific problem that you need help with, then please feel free to start a thread in the bifrost forums or ping me. Cheers, Sachin
@@noizfactory Thank you for the quick reply. I am looking forward to see your scene file when you are ready. Could you please direct me to the bifrost forum of your visit so that I could meet you there or post any threads. I am a newbie in this topic. Don't know where the community usually hangs around. If you can lead me there it'll be greatly appreciated. BTW, could you share your email for further communication?
@@aladdinabudula8193 This is the official bifrost forum on Autodesk Area: forums.autodesk.com/t5/bifrost-forum/bd-p/6060 And this is the unofficial slack group for quick chats and discussions with bifrost users (note that is not endorsed or supported by Autodesk in any official capacity): join.slack.com/t/bifrostaddicts/shared_invite/zt-jqm1ues2-HGAOsCwULMbpj8c3OQtAKg
Perhaps an old dream will one day come true: A complete terrain modeling solution with different erosion characteristics. A solution that would be entirely procedural within Maya. This is now possible thanks to the Bifröst extension and developers like you. Thanks again.
Thank you for checking out the video and for your kind comment. Yes, the eventual goal is to be able to generate procedural worlds within Maya. There are still some key pieces to the puzzle that are missing in bifrost right now but its only a matter of time before they are resolved. In the meantime, these kind of experiments help us push the toolset and use it in some out of the box ways :-) Cheers,
very cool this bifrost things , but when see the few videos around , almost never can find the same nodes and i have the latest bifrost 2.1. , from where is that voxel field node and fractal noise field base? older version and now have new names? thx for the videos!
Hi Marc, Apologies for the delayed reply. The latest Maya 2020.4 release which comes with Bifrost 2.2.0.0 introduces voxel fields so you can check out the latest release! Sorry, wasn't able to really talk about it until the official release :-) Cheers, Sachin
Very cool stuff. :)
Thank you :-)
Great job Sachin
Thanks Pranay!
i want Learn Bifrost. how i can.
Hi, sorry for the late reply. You can check many official and unofficial resources available online for learning bifrost. A good place to start is with Paul Smith's videos on his Vimeo channel: vimeo.com/pooby Also, check the official youtube channel of Autodesk, there's a few bifrost lessons there as well.