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Bifrost for Maya

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COMPOUNDS
Bifrost

User::G2M::g2m_format_numbers

This compound converts numbers to strings, with decimal, round, padding, and prefix/suffix. It's basically similar to this Python code: inputNumber = 12.035 outputString = "%0.2f" % inputNumber #result: "12.04" Unfortunately, it is not that simple in Bifrost. so I made this compound. I hope that Bifrost will handle these things easily in the future. more examples: 0 => "0.00" 15.5 => "15.50" -0.3876 => "-0.39" compound ports: numbers: input numbers has_decimal: decide how many decimal places to keep. 0: do not keep decimals; 1: keep one decimal place; 2: keep two decimal places. and so on. default is 2. is_round: whether to round. default is True. prefix: some string before the number. default is "" (empty string). suffix: some string after the number, such as " %", this is the default value. more info: https://forums.autodesk.com/t5/bifrost-forum/the-new-version-of-my-format-numbers-compound-support-multiple/td-p/9853454
COMPOUNDS
Bifrost

HSV to RGB

Convert from HSV to RGB color space for easily shifting hue programmatically. The node includes 3 inputs: Hue, saturation, and value. All go from 0 - 1. The hue value cycles if it goes beyond its range. It outputs its converted RGB value.
COMPOUNDS
Bifrost

Autodesk::AREA::create_text

Create a strand or mesh text from a given string. You will need "delete_mesh_faces.json" from the RPOA pack for this compound to work properly.
COMPOUNDS
Bifrost

Simulation::MPM::mpm_terrain_carver

This compound automates the process of creating an efficient MPM granular simulation setup. It computes the intersection of an animated object with a piece of terrain and builds three useful pieces of geometries which can be used for the MPM simulation: (1) A 'source' geometry for sourcing the MPM particles only where the animated object intersects with the terrain geo, (2) A 'container' geometry used as a collision object in the MPM sim, which holds the granular particles in place (lest they fall down due to gravity), and (3) A 'carved_terrain' geometry which simply returns the terrain mesh, post-carving. It can be useful to scatter points around the granular sim, for rendering purposes. Note that the terrain needs to be of planar topology, e.g. one-sided - not like box. The terrain and the animated object need to be supplied in the form of file-caches (Alembic .abc or .bob). A frame-range must also be specified so that the carver knows which frames to consider for the intersection between the animated object and the terrain. NOTE this compound was recently updated to work with Bifrost 2.1.0.0 or later.
COMPOUNDS
Bifrost

replicate_mesh

Instances a mesh over a point cloud, but output a mesh object instead of instances.
COMPOUNDS
Bifrost

Modeling::Primitive::create_mesh_star

Simple star primitive creation compound
COMPOUNDS
Bifrost

User::Compounds::point_jitter

this compound generates a random noise on positions using a random value node.
COMPOUNDS
Bifrost

MJCG compounds 1.3.2

MJCG compounds is a compound library maintained by Maxime Jeanmougin. Release notes and additional information can be found in the following thread: https://forums.autodesk.com/t5/bifrost-forum/mjcg-compounds/td-p/8920114/jump-to/first-unread-message
COMPOUNDS
Bifrost

Rebel Pack 0.3.0

This version of the Rebel Pack, 0.3.0, works with Bifrost 2.1.0.0 and later versions. It contains updated compounds, new compounds and new sample graphs for using geometry queries.
COMPOUNDS
Bifrost

Deformer_Compounds : Simplex_Noise_Deformer

Displace mesh vertices with a simple noise pattern. Use with the Height Displacement compound.
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