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.
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.
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.
@@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.
wow, I really need to learn bifrost.
Dive in! Its a lot of fun!
Well that was unexpected
awesome! thank you.
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.
Wonderful...
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! :-)
can i convert it to maya mesh?How to work?
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.
How was the feather quill created?
The quill was just another strand and you use the extrude tube compound to create actual geometry.
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.
woooooooooowwwwwwwwwwwwwww
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