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Maya Bifrost Overview Sheet
Maya Bifrost Overview Sheet
Bifrost makes it possible for 3D artists and TDs to create serious effects in Maya quickly and
easily using a new visual programming environment. TDs can create custom graphs in the
Bifrost Graph Editor and package them up for artists at their studio to use (and re-use) across
different shows, scenes, and shots. Artists can also take advantage of a wide array of ready-
to-use graphs to create Blockbuster-worthy effects right out-of-the-box.
• Ready-to-use graphs. Artists can quickly create state-of-the-art effects that meet
today’s quality demands.
• One graph. In a single visual programming graph, users can combine a wide range of
nodes.
• Realistic previews. Artists can see how effects will look after lighting and rendering
right in Maya, resulting in a more creatively engaging and efficient experience.
• Detailed smoke, fire, and explosions. New physically-based solvers for aerodynamics
and combustion make it easy to create natural-looking fire effects.
• The Material Point Method. The MPM solver helps artists tackle realistic granular,
cloth, and fiber simulations.
• High-performance particle system. A new particle system crafted entirely using visual
programming adds power and customizability to particle workflows in Maya.
• Artistic effects with volumes. Bifrost comes loaded with nodes that help artists
convert between meshes, points, and volumes to create artistic effects.
• Flexible instancing. High-performance, rendering-friendly instancing empowers
users to create enormous complexity in their scenes.
• Detailed hair, fur, and fuzz. Artists can now model things consisting of multiple fibers
(or strands) procedurally.
Key New Features
Ready-to-Use Graphs
From dust motes and volumetric clouds to fire and explosions, artists can explore a library of
pre-built Bifrost graphs in the new Bifrost Browser to create great looking effects fast. Graphs
can also be used as a starting point for creating custom effects from scratch. Users can then
publish their own graphs to the Browser for other artists to easily find and re-use.
One Graph
In a single visual programming graph called the Bifrost Graph Editor, technical artists and TDs
can mix nodes ranging from math operations, to file IO, particles, volumes, mesh or surface
operations, and even simulations.
Realistic Previews
With Arnold integrated in Maya, artists can see exactly what their effects will look like after
lighting and rendering, right in the Arnold Viewport. They can also see near-final previews of
their effects in Viewport 2.0. Not only do accurate previews reduce the potential for last
minute iterations later on in production, they also provide artists with a more creatively
engaging experience by making it easier to see the results of changes they make.
Flexible Instancing
Bifrost introduces high-performance, rendering-friendly instancing, empowering users to
create enormous complexity in their scenes.
At the heart of instancing is point-based geometry. Artists can create instances with any
number of procedural and artist-driven techniques, and then apply them to scattered points,
particle systems such as the MPM solver, and vertices of any other geometry. Instance shapes
are flexible and can be easily adjusted using a simple selection mechanism that can select
between multiple layers of variation. For example, one layer might distinguish between grass
and flowers, and another might drill down to select variations of each.
Tightly integrated with Arnold instancing and Viewport 2.0, artists can instance any
renderable Bifrost geometry including meshes, volumes, strands or points, as well as fully
renderable assets in the form of render archives, such as Arnold .ass files.
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