This is actuallt the greatest video ever! Thank you so much, i made a really details tank model but with really bad topology so the wireframe looked terrible for my showreel this has just saved my life! Thank you! Best Maya Channel ever!!!
SORCERY! I remember using maya 2012 for work back in the day and you had to cry then manually retopo a model (in that order) and now you have these sort of techniques now? My mouth was wide open the whole time watching this
Finally something really new. Would be cool to have the same functionality in the hyper shade like in the Bifrost editor as well. Or dump the hyper shade.
You are a gosh dang magician! THANK YOU SO MUCH! I was manually retopoing a skull (super realistic sculpt with all the nooks & crannies). But that was just taking too long (Need this darn thing done for a school project like... yesterday) So I tried a janky workflow of cleanup, quadrangulate, and reduce. Back and forth. Ugh. It just wasn't working. Then... I noticed the new retopo feature and found your videos about it. I'm SO HAPPY. This will be such a live saver! THANK YOU THANK YOU THANK YOU!
Just to verify, you’re opening the “Bifrost graph editor” and not the “node editor” right. They’re both technically “Node editors” but they’re differences with Maya.
Hello great tutorial. it helped me but i do not find Volume in maya Node i did exactly the same like on the video but i have a bounding box instead of Volume. PS i am learning Maya please need help ;)
😂😂😂 The fun part is that Blender's voxel remesher doesn't use voxels, the author used that name because it's easier to explain how it works...good one Matt 😂😂😂 Happy Holiday
@MayaLearningChannel is there a version of this in Maya 2022/23/24 as the convert to volume node looks very different and has different icons at the bottom and on the out put node as well? also the volume cloud doesn't appear when i connect to the output node
I just tried it in Maya 2024 and the same workflow still works. Convert_to_volume looks mostly the same (yes the bottom of the node is different but you can safely ignore that). If the volume cloud doesn't appear, you may need to adjust convert_to_volume's detail size in case the resolution is not high enough to show anything (depends on the scale of your model). If that doesn't work, try it on a standard cube primitive to make sure something else isn't going on.
I'm using Maya 2022. I'm stuck at the step when you jump into the node editor. The volume output from "bifrostGraph1" that you plug into "bifrostGeoToMaya1" is missing for me
@@thrillseeker75 In your bifrostGraphShape1, you can search for volume in the text box. You then plug that node into the bifrostGeoToMaya1 (same as video). Looks like some of the options are just hidden by default
I tried to do the bifrost thing and then use the node editor to turn it into the sphere but it won't work no matter what I try. I don't even know which part of the bifrost graph shape node is the actual geometry, I tried mostt of the setting that would work but I cannot turn it into the shape!
Notice how when you run cleanup, it doesn't find anything. Uhh.. Ya.. It's not finding anything for me either, but retopo still insists that I need to run cleanup.. (PS: tried cleanup with all options selected, and made sure to close up any holes in the mesh..).
Is it possible to achieve symmetry with the auto retopology too? I've been struggling with this because despite the great results it generates, some of the edge loops I get as a result just make no sense & then they require a significant amount of manual editing afterward.
@@Autodesk_Maya Thank you for the response! After a bunch of finagling, I was able to get an okay result by after converting the bifrost output over to Maya geo, boolean'ing off half the model, then auto retopoing that, and finally mirroring the result. It turned out a little janky (at least it had a central edge loop I could work with), but not super terrible to manually fix. Hopefully there will be even more great updates to the tool in the future to help with such things :) Thank you for doing all these Maya videos too! I've been learning so much from them, that I haven't been taught in my college courses. I probably would have failed at least one class if I hadn't had these resources to turn to. Only one more summer semester final assignment left to finish!
The issue that still remains is this doesn't optimize for animation. You don't have effective edge loops or joint areas for articulating for eyes blinking, arms and legs bending properly, etc. If Maya could come up with a tool similar to some of the rigging plug ins that target this problem, as the next step or evolution of remesh, retopo, that would ROCK.
Make sure you're looking at the sphere's shape node, not the transform node. And remember, the Bifrost node you're looking for is "mesh_to_volume". I just tried it now and the workflow still works in the current version of Maya.
If the mesh isnt animation friendly and doesnt have the necessary loops for deformation what's the point in this? I'm honestly not being a dick or anything I'm genuinely curious other than for sculpting idk how this would be useful
Seems to be a large problem that I am running into. The bifrost mesh is not the same size as the original scan. There is a gap. Even with the offset set to 0. Even tooling around with the offset never really gets it to the same size no matter the detial.
Functioning features lmao, Blender has better sculpting and remeshing tools than this and doesn't take many steps to do, soon will even get polygroups,retopo with guides,polypaint, on high dense meshes IK Pose Brush..etc and it doesn't crash every 30 mins like Maya.
That is cool, But!!! LOL 18 minutes to retopo !!! i could use speed retopo plugin on blender and retop this by hand quicker and have animation ready topo, this must be a joke? Not to mention if i didnt need animation ready topology i could use Dynamesh zremesh that is much quicker, why they hell would i want to use this?
Blender is used by a lot of kids, which is great! It's the way a lot of them come to Autodesks Channel just to bash them, not providing constructive criticism as to why one is better than the other.
@@dannymorales787 You might check that off, sure Blender might have more kids using it but that means they'll become future Artists,Directors,Supervisors..etc who shape the Industry, I am already seeing big Studios showing interest in using Blender for production and even contributing to it's developement, few years more and Blender will put Autodesk in a tough position.
@@xox8717 I can tell you this much, Maya isn't going anywhere. I applaud kids learning using Blender and do hope they become Artists, Directors, Supervisors in the years to come. Using Maya or Blender won't give you an advantage in the industry, they both are free programs, with Maya all you need is a student e-mail. They both have their Pros and Cons. I can tell you this much, Recruiters will never ask what software you used to get the job done when they look at your Demo Reel, all they care about is your skills and creativity, that's it! Hope this helps.
@@dannymorales787 same said about Softimage ,Mudbox...etc but look at where they are now, one is dead and the other is on the brink, while Maya may still be relevant but it will be challenged by Blender,Houdini and others, the more they become popular and adopted in the Industry the more Maya starts to fade away and it's decrease but this time Autodesk can't just acquire those Softwares like it used to..I am sure you're aware of the problems happening across the VFX houses because they have to spend too much resoruces over what they have, but if it they went the open source way they could save a lot of money along the way and this is exactly what some of them have realiszed and using it as an advantage to grow and not fall like it happened to Rhythm & Hues and now MPC Studios, only time will change the dynamics of the Industry.
@@xox8717 VFX is different than Modeling and Animating. Those are 3 different separate categories. Maya has plenty of plugins which even studios use that can be bought and be implemented in Maya. The people who I've had the opportunity to meet and work for Big Gaming Studios and Feature Film Studios all use Maya for their workflow to get the job done. As I said before Maya isn't going anywhere, they're both great programs but to say that Blender will be taking over Maya, well that's a bit too far. Hope this helps!
A 1080 seconds? That's 18 Minutes to Retopo? No thanks. I think I'll stick with ZBrush. More control and better results by the looks of it. Won't cost me a fortune either in subscription fees. Nice try Autodesk, but you need to do better to remain relevant going into the future.
@@dannymorales787 not the same Zbrush is way faster but doing it manually is a bit challenging while Maya is extremely slow but tools are made for manual retopo'ng.
Yeah the time it takes seems ridiculous for the complexity of the mesh shown. Hopefully Autodesk get around to making this much faster in future versions. Also the same remesh and retopo should be exposed directly in Bifrost in the future.
Zbrush is retopologizing that mesh in 40 sec. Maya takes 18 min( 1080 sec) on a high end PC i suppose. Like always, you guys disappoint. Left behind, building features that are for years in other software and yet building them incomplete and badly . Not even copying you don't do right! After one year this is the only modeling feature you added to Maya? Is this an invitation for modelers to definitely pack and go (whoever's left)? Autodesk, the greed is killing it, even investors will realize soon enough that this company is doomed. Don't sleep so cozy on your your subscription model! This company policy Is going to backfire and the s**t is going to hit the fan!
"Don't like the voxel version, decrease the detail size"
**PC explodes**
This is actuallt the greatest video ever! Thank you so much, i made a really details tank model but with really bad topology so the wireframe looked terrible for my showreel this has just saved my life! Thank you! Best Maya Channel ever!!!
SORCERY!
I remember using maya 2012 for work back in the day and you had to cry then manually retopo a model (in that order) and now you have these sort of techniques now? My mouth was wide open the whole time watching this
Finally something really new. Would be cool to have the same functionality in the hyper shade like in the Bifrost editor as well. Or dump the hyper shade.
My mind was just blown. Amazing thanks for this tip.
This is a MUCH better solution! Now all they need to do is turn the process into a tool to automate the graph connections and outputs!
For Sure, It'will give all of us an automatic retopo tool. ..The one we hope fot many years at least you know
This might've saved an old personal project that was shelved, thanks for the suggestions!
You are a gosh dang magician! THANK YOU SO MUCH!
I was manually retopoing a skull (super realistic sculpt with all the nooks & crannies).
But that was just taking too long (Need this darn thing done for a school project like... yesterday)
So I tried a janky workflow of cleanup, quadrangulate, and reduce. Back and forth. Ugh. It just wasn't working.
Then... I noticed the new retopo feature and found your videos about it. I'm SO HAPPY.
This will be such a live saver! THANK YOU THANK YOU THANK YOU!
Did it work for you?
haters will hate!
that's just make maya more powerful and that is why it's used by the lead studios out there!
Im not seeing the same options in the node editor. There is no 'Volume' Option to plug into bifrostGeoToMaya1
Same!!
Just to verify, you’re opening the “Bifrost graph editor” and not the “node editor” right. They’re both technically “Node editors” but they’re differences with Maya.
I feel like this should have tons more thumbs up. Great to see Maya making awesome retopology tools!
Can you make Maya 2020 for beginners tuitorial....
Please
This is awesome. I've always been in love with bifrost. Now, more reason to be more in love. 😊😊
Nice! I do this all day in Houdini. Nice to see the capability in Maya!
how to do that in Houdini?
@@maxfartuhov vdb from polygons -> convert vdb (back to polygons)
Hello great tutorial. it helped me but i do not find Volume in maya Node i did exactly the same like on the video but i have a
bounding box instead of Volume. PS i am learning Maya please need help ;)
Same, any body find a solution?
Superb I really like it,I hope Maya could come back soon in all the genres of 3D including high end FX.
Great video Matt.keep up the good work.
Where did it go?
@@inkman002
Houdini took the mantle
hi Pankaj sir.... would love to see your new tuts , why have u stopped on Pluralsight
How i wish i could understand this things, thank you for the video, very thoughtful
DAMN! - This is one process that needs to go into the workflow definitely!
Fantastic! This is great for creating watertight meshes for DMM FEM geometry too.
Wow!!! This method is really really cool!!!! Very fast and efficient
Thanks for sharing this
😂😂😂 The fun part is that Blender's voxel remesher doesn't use voxels, the author used that name because it's easier to explain how it works...good one Matt 😂😂😂 Happy Holiday
This can also be done with Maya fluid, but the Bifrost mesh i think is better.
@MayaLearningChannel is there a version of this in Maya 2022/23/24 as the convert to volume node looks very different and has different icons at the bottom and on the out put node as well? also the volume cloud doesn't appear when i connect to the output node
I just tried it in Maya 2024 and the same workflow still works. Convert_to_volume looks mostly the same (yes the bottom of the node is different but you can safely ignore that). If the volume cloud doesn't appear, you may need to adjust convert_to_volume's detail size in case the resolution is not high enough to show anything (depends on the scale of your model). If that doesn't work, try it on a standard cube primitive to make sure something else isn't going on.
@Autodesk_Maya I'm trying this on a CAD model and its finding it it very difficult. bulges coming out of the side for some reason
@@original9vpHave you tried further refining the resolution of the volume? It'll slow the process down but give a more accurate result.
this is gold, I came here pretty late
I'm using Maya 2022. I'm stuck at the step when you jump into the node editor. The volume output from "bifrostGraph1" that you plug into "bifrostGeoToMaya1" is missing for me
did you find solution?
@@vkum7500 I had to use maya 2020. Doesn't work with 2022
@@thrillseeker75 In your bifrostGraphShape1, you can search for volume in the text box. You then plug that node into the bifrostGeoToMaya1 (same as video). Looks like some of the options are just hidden by default
@@adampriest8706 thank you!
dang, even with the search no volume
I'll guess I'll try 2024
have you compare to the instant meshes? that's amazing retopo tools as well.
Happy holidays and thanku😊
Great video ever. It saved my a lot of time.
I tried to do the bifrost thing and then use the node editor to turn it into the sphere but it won't work no matter what I try. I don't even know which part of the bifrost graph shape node is the actual geometry, I tried mostt of the setting that would work but I cannot turn it into the shape!
Oh shit. This might be exactly what I needed
MUCH MUCH BETTER! just make a script that automatize the process now and you have a cool feature
Awesome
That's just pure genius!
Notice how when you run cleanup, it doesn't find anything. Uhh.. Ya.. It's not finding anything for me either, but retopo still insists that I need to run cleanup.. (PS: tried cleanup with all options selected, and made sure to close up any holes in the mesh..).
great functionality!
Next please Upgrade Outliner easier too use. (like Unity, Unreal, B 2.8.)
Didnt work for me still had cleanup to do and wouldn't complete the remesh either. Some meshes are just annoying.
Helped me out alot, thanks.
This is so sick, Amazing
Love you man. :) can we some how project the clean mesh to 1st detail mesh ?
Is it possible to achieve symmetry with the auto retopology too? I've been struggling with this because despite the great results it generates, some of the edge loops I get as a result just make no sense & then they require a significant amount of manual editing afterward.
Unfortunately, at the moment no. But the team is aware of the issue and looking into giving users more control over the end topology.
@@Autodesk_Maya Thank you for the response!
After a bunch of finagling, I was able to get an okay result by after converting the bifrost output over to Maya geo, boolean'ing off half the model, then auto retopoing that, and finally mirroring the result. It turned out a little janky (at least it had a central edge loop I could work with), but not super terrible to manually fix. Hopefully there will be even more great updates to the tool in the future to help with such things :)
Thank you for doing all these Maya videos too! I've been learning so much from them, that I haven't been taught in my college courses. I probably would have failed at least one class if I hadn't had these resources to turn to. Only one more summer semester final assignment left to finish!
Great one
The issue that still remains is this doesn't optimize for animation. You don't have effective edge loops or joint areas for articulating for eyes blinking, arms and legs bending properly, etc. If Maya could come up with a tool similar to some of the rigging plug ins that target this problem, as the next step or evolution of remesh, retopo, that would ROCK.
maybe one day with big data and a really powerful AI we could get something funcional for production
so take the low poly to 3dcoat and retopology there with the lines you want
and Autodesk doesn't show Bifrost even its 6 years old now
woooaaaa
tnx for this vid excellent
Merry Christmas
sphere nodes don't have a "in mesh" to connect to, and bifrostgraph1 doesn't have a volume like in this tutorial :(
Make sure you're looking at the sphere's shape node, not the transform node. And remember, the Bifrost node you're looking for is "mesh_to_volume". I just tried it now and the workflow still works in the current version of Maya.
I thought we were using the 'convert to volume' node?@@Autodesk_Maya
This is awesome! it gives me modeling ideas to fuse objects together, will it work?
Yup, I've actually done this too!
why cant i find thoise green re-topo and re-mesh buttons he has? i tried in "plug-ins" and nothing
Which version of Maya are you using?
@@Autodesk_Maya 2019, is this only in 2020?
@@saucietv2287 Correct, this was a new feature for 2020.
It's still available as a commands, but is not as good.
wohooo amazing!
If the mesh isnt animation friendly and doesnt have the necessary loops for deformation what's the point in this?
I'm honestly not being a dick or anything I'm genuinely curious other than for sculpting idk how this would be useful
cleaning up scans? for props itd be useful if you dont have time to do proper topology.
Seems to be a large problem that I am running into. The bifrost mesh is not the same size as the original scan. There is a gap. Even with the offset set to 0. Even tooling around with the offset never really gets it to the same size no matter the detial.
Try setting the Resolution Mode to Absolute, then really dial down the resolution.
yeah right, skip the "transfer UVS" part.... because it just doesn´t work....
It works via proximity from the old mesh to the new one. Have you tried experimenting with different sample spaces and search methods?
this is gold
Move over, Baby Yoda! Here comes Baby Cthulhu!
Thank you!! Just downloaded the compound you made from here: area.autodesk.com/downloads/mlcsamplevoxelize-and-rebuild-geo/
Pretty Nice!
Nice tip !
IT IS AMAZING THNK U
thanks a lot
Welcome more ....Autodesk,
From INDIA
I can see....very good quality...18 min to retopo a mesh...Hahahaha! Loughing and crying.....
Thanks. I cant work in blender. Painful to do stuff that Maya does and half isnt even available in Blender as well functioning features.
Functioning features lmao, Blender has better sculpting and remeshing tools than this and doesn't take many steps to do, soon will even get polygroups,retopo with guides,polypaint, on high dense meshes IK Pose Brush..etc and it doesn't crash every 30 mins like Maya.
This setup seems clunky and people should know how easy it is to do in Houdini with OpenVDB nodes. And it runs faster too
This blender fanboi spend most of there time either figuring out things or making such type of comment after getting exhausted by that software.
?
まじかよ
That is cool, But!!! LOL 18 minutes to retopo !!!
i could use speed retopo plugin on blender and retop this by hand quicker and have animation ready topo, this must be a joke?
Not to mention if i didnt need animation ready topology i could use Dynamesh zremesh that is much quicker, why they hell would i want to use this?
this guy sounds like a robot! :O
haha when you get pissed with blender stealing your user base.
Blender is used by a lot of kids, which is great! It's the way a lot of them come to Autodesks Channel just to bash them, not providing constructive criticism as to why one is better than the other.
@@dannymorales787 You might check that off, sure Blender might have more kids using it but that means they'll become future Artists,Directors,Supervisors..etc who shape the Industry, I am already seeing big Studios showing interest in using Blender for production and even contributing to it's developement, few years more and Blender will put Autodesk in a tough position.
@@xox8717 I can tell you this much, Maya isn't going anywhere. I applaud kids learning using Blender and do hope they become Artists, Directors, Supervisors in the years to come. Using Maya or Blender won't give you an advantage in the industry, they both are free programs, with Maya all you need is a student e-mail. They both have their Pros and Cons. I can tell you this much, Recruiters will never ask what software you used to get the job done when they look at your Demo Reel, all they care about is your skills and creativity, that's it! Hope this helps.
@@dannymorales787 same said about Softimage ,Mudbox...etc but look at where they are now, one is dead and the other is on the brink, while Maya may still be relevant but it will be challenged by Blender,Houdini and others, the more they become popular and adopted in the Industry the more Maya starts to fade away and it's decrease but this time Autodesk can't just acquire those Softwares like it used to..I am sure you're aware of the problems happening across the VFX houses because they have to spend too much resoruces over what they have, but if it they went the open source way they could save a lot of money along the way and this is exactly what some of them have realiszed and using it as an advantage to grow and not fall like it happened to Rhythm & Hues and now MPC Studios, only time will change the dynamics of the Industry.
@@xox8717 VFX is different than Modeling and Animating. Those are 3 different separate categories. Maya has plenty of plugins which even studios use that can be bought and be implemented in Maya. The people who I've had the opportunity to meet and work for Big Gaming Studios and Feature Film Studios all use Maya for their workflow to get the job done. As I said before Maya isn't going anywhere, they're both great programs but to say that Blender will be taking over Maya, well that's a bit too far. Hope this helps!
A 1080 seconds? That's 18 Minutes to Retopo? No thanks. I think I'll stick with ZBrush. More control and better results by the looks of it. Won't cost me a fortune either in subscription fees. Nice try Autodesk, but you need to do better to remain relevant going into the future.
Retopologizing in Maya or Zbrush is literally the same thing. LITERALLY. It's all about preference.
@@dannymorales787 not the same Zbrush is way faster but doing it manually is a bit challenging while Maya is extremely slow but tools are made for manual retopo'ng.
@@dannymorales787 He's talking about auto retopo tools
Yeah the time it takes seems ridiculous for the complexity of the mesh shown.
Hopefully Autodesk get around to making this much faster in future versions.
Also the same remesh and retopo should be exposed directly in Bifrost in the future.
I'm using QuadRemesher (a ZRemesher for Maya) . it's much much faster. and better resultzs in my opinion. and it avoids me to switch to ZBrush
Zbrush is retopologizing that mesh in 40 sec. Maya takes 18 min( 1080 sec) on a high end PC i suppose. Like always, you guys disappoint. Left behind, building features that are for years in other software and yet building them incomplete and badly . Not even copying you don't do right! After one year this is the only modeling feature you added to Maya? Is this an invitation for modelers to definitely pack and go (whoever's left)? Autodesk, the greed is killing it, even investors will realize soon enough that this company is doomed. Don't sleep so cozy on your your subscription model! This company policy Is going to backfire and the s**t is going to hit the fan!
Thank you
Awesome