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Bifrost for Maya

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Bulge Deformer

This compound deforms the surface of a mesh along an fcurve centered around an influence point. Credit: Matt Chan

Rebel Pack Version 0.2.0.

What is the Rebel Pack The product team of Bifrost often make compounds for our own use, and these sometimes make it into the compounds Bifrost ships with. Quite a few of the compounds that ship with Bifrost today started here. These compounds are distributed together in a "pack", where some compounds use and rely on other compounds in a pack. The compounds included include math utilities, property access nodes, and nodes for manipulating strands, meshes, as well as some simulation caching utilities.  In the graph these are all marked with a red "R" icon as their names and namespaces are integrated into the existing ones. Ones with an orange test tube are especially experimental - we expect them to change.  These are not officially supported like the compounds that ship with Bifrost, but we have been maintaining these and intend to continue to do so. We will also specify which versions of Bifrost these nodes are intended to work with. This is also a way for us, the product team of Bifrost, to act as if we're TDs at a studio maintaining our own set of compounds, which makes our testing a bit more like the real world.  This version, Rebel Pack 0.2.0, works with Bifrost and later versions.  To install the rebel pack, there are two options: For home users, unzip the file and place the whole Rebel Pack directory in your compound directory in your user folder. For more information on that, please see this forum post. For a shared compounds directory managed with environment variables, a config file is included. Please see the documentation for more information.

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 or later.