Bifrost Ocean Simulation System - Overview

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  • Опубліковано 4 лип 2024
  • Overview of the basics of BOSS, Bifrost Ocean Simulation System.

КОМЕНТАРІ • 17

  • @rahivfx9535
    @rahivfx9535 3 роки тому

    Great.Such a nice tutorial,Thanks for sharing

  • @ricarossen6862
    @ricarossen6862 3 роки тому

    Nice Job Sir ! Thank you so much !

  • @naifox1
    @naifox1 4 роки тому +1

    Well done beautiful !!!!!!!!!!!!!!!

  • @markurbania
    @markurbania 2 місяці тому

    super dude !!! Most usefull Maya tutorial. Congrats!!

  • @DREAMTEFO
    @DREAMTEFO 5 років тому +1

    thanks

  • @UnionLucha
    @UnionLucha Рік тому

    awesome

  • @sebek2242
    @sebek2242 5 років тому +9

    Tnx dude. Such a nice tutorial. It would be awesome if you could make the 2nd video finishing the scene in Bifrost with foam and emission also.

    • @ACES-BRAZIL
      @ACES-BRAZIL 4 дні тому +1

      trash maya
      Houdini is moooore better

    • @sebek2242
      @sebek2242 4 дні тому +1

      @ACES-BRAZIL It's been years since I've switched to Houdini, and I can't say enough how happy I am.

  • @mattjohnson4122
    @mattjohnson4122 5 років тому +2

    Thanks for the tutorial. Quick question... Is there currently a way to adjust the speed of the Spectral Waves? I have a nice wave system setup, but the waves are moving too fast. I'm trying to figure out a way to slow things down. Any suggestions?

  • @baselieaworshipers
    @baselieaworshipers Рік тому

    Sir, I wish you can save me from depression by teaching me this skill

  • @i20010
    @i20010 4 роки тому +1

    maya 2019.2, cant add a second influence, error message, also to replace the ship, or group the model and the bow, the boss solver goes blank, after maya restart it returns... this is buggy.

  • @kasrahosseini572
    @kasrahosseini572 4 роки тому +1

    generator expand not working for me. why?

  • @xevious2501
    @xevious2501 4 роки тому +9

    The problem with most tutorial is the fact they dont address details. By details i mean they only address the general functions of the tools, but never consider how the systems will function at proper scaling. In other words.. take a good look at ocean tutorials and ask youself.. how many truly look like real oceans? Just about none. Houdini has a usuable tut with an ocean large enough to be identified as an actual ocean. while most maya tuts look like toys in a bathtub. at best a swimming pool. the scale is all wrong. And this is important because scale will determine if such tools are actually useable for a project. Whats the point playing around with a tool that works scales that dont represent what you need to create only to find out when you crank things up, either the tool crash, your system doesnt have enough powere or memory or for that matter render times will be thru the roof, utlimatly finding out that the tool however cool is only usable by some amped up VFX house with software engineers that can create scripts and tools along with vast cloud based render farms in order to get sequences done. And lest not forget, in a working environment, its common to need multiple versions of a given sequence to meet client requirements. So what happens when a single frame takes 2 days to render. And not only that. how big is this ocean? so ooo many tutorials only use a patch of geometry, and things have to be cranked down so low that it all looks anything but real. I was faced with exactly these issues looking into Boss for a feature film. Looking at all those cool clips Autodesk put out, making claims of creating stuff on a laptop when in truth the creator only used laptops as a remote tool for their cloud based several hundred based GPU setups. I had to go very old school with old school tricks to create my scenes, in of all applications Lightwave!. The scenes turned out fantastic and ive futher improved on my techniques. Maya and bifrost couldve been great is not for the realilty of what required when you truly get down and dirty. Again, its one thing to see some generated liquid, its another when you need virtually 1 to 1 details. then your rendering and calculations go beyond ballistic. But i wasnt alone in this discovery. even ILM fell into the same situation with the film Battleship. Tools like by frost had to be augmented with plugins and clever scripts because its use straight out the box was not capable of producing what was needed in a productions time frame. ua-cam.com/video/DxawCFRSwts/v-deo.html

    • @reniferZiolo
      @reniferZiolo 3 роки тому +2

      it's cos of the potato machines most users and small studios have but still Autodesk learning channel should have more in-depth tutorials. I will mention this on a forum

    • @captainzoltan7737
      @captainzoltan7737 3 роки тому

      so true when you use this for real-life scale it looks fucked looking for solution.