Grucho Posted August 16, 2014 Share Posted August 16, 2014 Hello, I just saw this video: It seems to have really cool features. What do you think? Will it be better then flip in houdini? Quote Link to comment Share on other sites More sharing options...
sanostol Posted August 16, 2014 Share Posted August 16, 2014 it seems they got their vision by trying out houdini apprentice 1 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 16, 2014 Share Posted August 16, 2014 I just saw this video: It seems to have really cool features. What do you think? Will it be better then flip in houdini? Great tech managed by a company that kills great tech. i.e XSi Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted August 16, 2014 Share Posted August 16, 2014 it seems they got their vision by trying out houdini apprentice that's a bad one, naughty boy *laugh* :-) Quote Link to comment Share on other sites More sharing options...
danw Posted August 18, 2014 Share Posted August 18, 2014 Well, to be fair on 'em... Marcus Nordenstam and Robert Bridson seem to be the originators of the FLIP fluid technique in the first place. If anything, SideFX followed Naiad in that regard, presumably based off of Robert Bridson's papers. The "new" foam sim approach in Bifrost does appear to be borrowing heavily from the way it's implemented in Houdini however (which incidentally, was one of the big differences that convinced me to ditch Naiad for Houdini in the first place), so it appears they are taking queues from SideFX in some regards. The "adaptive" sim resolution feature could be a really enormous advance, even though they appear to make very little of it in the video. I really hope SideFX are looking into something along these lines too... the biggest thing holding back FLIP fluids at the moment is the need to have uniform resolution throughout a sim. It pretty much prohibits any major deep-water simulation. I don't doubt the Bifrost guys will turn out a solid package, and who knows, maybe they'll manage to turn Maya into a decent procedural-FX tool. But I think I'll probably be sticking with Houdini for a while yet. It would take a lot to convince me to venture back to Maya these days :-) Quote Link to comment Share on other sites More sharing options...
sanostol Posted August 18, 2014 Share Posted August 18, 2014 my comment did not necessarily target only on flip, more on otls, houdini engine, asset store, caching all that kind of stuff Quote Link to comment Share on other sites More sharing options...
kleer001 Posted August 18, 2014 Share Posted August 18, 2014 maybe they'll manage to turn Maya into a decent procedural-FX tool. https://i.imgur.com/pAjCnoM.gif 1 Quote Link to comment Share on other sites More sharing options...
danw Posted August 18, 2014 Share Posted August 18, 2014 Hahaha, well admittedly, they have over 20 years of catching up to do :-P Quote Link to comment Share on other sites More sharing options...
ikarus Posted August 18, 2014 Share Posted August 18, 2014 The naiad tech that bifrost is based from is decent and even better than houdini in certain situations regarding fluid simulation but it'll be years before Autodesk has these kind of suggested workflows commonplace in regular maya environments. Engine will be big by then though :v Quote Link to comment Share on other sites More sharing options...
fathom Posted August 19, 2014 Share Posted August 19, 2014 naiad's solver (and mesher) may be better than houdini's, but i find the ability to insert my own code into the solver is pretty important. with houdini, i can use familiar tools to adjust flip particles, cull them, create them, manipulate fields, etc between each solve iteration. pretty potent. 1 Quote Link to comment Share on other sites More sharing options...
danw Posted August 21, 2014 Share Posted August 21, 2014 (edited) naiad's solver (and mesher) may be better than houdini's... Oh-ho-ho!... Let's not get carried away here :-P I'd say Houdini's FLIP solution is at least on parity with where Naiad was in it's final incarnation, possibly a bit more solid and scalable since it's had the odd memory issue patched. The advantages of Naiad's adaptive tileset approach has been pretty much offset by Houdini's ability to process massive grid resolutions quickly and I get the impression it runs a sort of sparse-solve anyway. The mathematical accuracy of the solve appears to be just as good. (Unlike Realflow, which seems to make everything look a little bit like silly-string) The meshing left Naiad way behind the moment VDBs hit the scene... I can mesh my sims to much higher levels of detail, in less than a tenth of the time, and as an added bonus end up with a cleaner, lower poly mesh, as VDBs seem to give you near-perfect poly-reduction for free. It's a world apart! I suspect Bifrost will catch up in that regard at least, but for the moment at least, Houdini's king of the FLIP hill :-) Edited August 21, 2014 by danw 2 Quote Link to comment Share on other sites More sharing options...
georgeivan Posted August 21, 2014 Share Posted August 21, 2014 (edited) Imho Bifrost will be "around" Maya users,that means less controll,less complicated stuff. Hope bifrost evolve to something like ICE but we are talking about AD,they can fire Marcus tomorrow if they dont make enought money. I can predict lots of foam "test" in the next months Edited August 21, 2014 by georgeivan Quote Link to comment Share on other sites More sharing options...
theviolator Posted September 13, 2014 Share Posted September 13, 2014 Well, to be fair on 'em... Marcus Nordenstam and Robert Bridson seem to be the originators of the FLIP fluid technique in the first place. If anything, SideFX followed Naiad in that regard, presumably based off of Robert Bridson's papers. The "new" foam sim approach in Bifrost does appear to be borrowing heavily from the way it's implemented in Houdini however (which incidentally, was one of the big differences that convinced me to ditch Naiad for Houdini in the first place), so it appears they are taking queues from SideFX in some regards. The "adaptive" sim resolution feature could be a really enormous advance, even though they appear to make very little of it in the video. I really hope SideFX are looking into something along these lines too... the biggest thing holding back FLIP fluids at the moment is the need to have uniform resolution throughout a sim. It pretty much prohibits any major deep-water simulation. I don't doubt the Bifrost guys will turn out a solid package, and who knows, maybe they'll manage to turn Maya into a decent procedural-FX tool. But I think I'll probably be sticking with Houdini for a while yet. It would take a lot to convince me to venture back to Maya these days :-) Everybody steals from everybody, that's has been the case before and that's how is gonna be, of course avoid getting sued though 1 Quote Link to comment Share on other sites More sharing options...
Elena_ DeCosta Posted October 25, 2014 Share Posted October 25, 2014 what so ever..."new wine in old (aged) bottle" that's a story of maya. Autodesk has noting other than buying and selling others software. 1 Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 29, 2014 Share Posted October 29, 2014 Apple does the same thing with Hardware, and they're a pretty profitable company. what so ever..."new wine in old (aged) bottle" that's a story of maya. Autodesk has noting other than buying and selling others software. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 30, 2014 Share Posted October 30, 2014 Superficially sure, but you can do this well or poorly. Apple does it well. Apple does the same thing with Hardware, and they're a pretty profitable company. Quote Link to comment Share on other sites More sharing options...
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