At the moment it's mainly about the various simulation solvers and this is
the stuff where the graphs are similar between Maya and Max (we were only
part of the Maya beta so I'm basing my Max comments on conversations I've
had with Max folk). But the plan is to integrate things like MASH in Maya
and third party plugins like the Thinkbox and Cebas stuff in Max. This will
make Bifrost Graph more rounded to each particular audience.

If you take a gander on the Maya Bifrost forum you'll see some early
rigging compounds being shared that are unique to Maya (to be expected,
given the typical profile of Maya artists/studios). These give early
indications as to the manner in which Bifrost Graph visual programming can
be extended beyond the solvers. But it must be said, at the moment, beyond
the typical mathematical expression type nodes, the breadth of Bifrost
Graph's non solver capabilities is thin of the ground. The particles
options are particularly disappointing at this stage. But I'd expect
compounds to appear over time from the more technically minded artists in
the community and these will hopefully make the particles feature-set more
artist friendly.

It's also worth keeping an eye on the Area downloads section as the Bifrost
Graph team are sharing beta compounds that are still a work in progress.

My biggest gripe with Bifrost Graph in Maya compared to ICE is that ICE
always felt like a native playground that was a natural extension of the
Softimage core. In Maya, there's a lot of juggling between the Maya DG and
Bifrost Graph and it's this that's catching out the less technically minded
Maya artists. It's less of a problem when sticking with the main solvers
(which are really great) but when attempting to be more creative beyond
those solvers, you need a thorough understanding of the Maya DG plumbing.

Having said all that it's easy to forget how much ICE evolved from it's
inception so I'm confident that Bifrost Graph will grow significantly over
time. And much like with ICE, there will be artists that utilise the
compounds that technical artists share in preference to getting their hands
dirty themselves.

I'm really intrigued by the possibilities of Bifrost in Max as Max's
plumbing is far more accessible to the less technically minded. Much as the
Max Creation Graph is slow and clumsy in implementation  (it's still
MaxScript under the hood) the underlying API is ripe for exploitation. In
many ways Max is closer to Soft than Maya and over the last 4 or 5 release
cycles the Max development team have made Max a far more nimble environment
to work in. With the likes of TyFlow, ThinkingParticles and the Thinkbox
apps, there could be some really interesting integration possibilities. And
now that ADSK have seen the power of 'Indie' in terms of community building
(the masterstroke was SideFX's but ADSK had to get there in the end); it's
possible that Max could start building an audience in new sectors such as
motion design where independent artists outside of studios are still able
to punch above their weight.

On Mon, 12 Aug 2019 at 17:26, phil harbath <phil.harb...@jamination.com>
wrote:

> Does it do non-simulated pointcloud stuff like ICE, I looked it over
> however, it is different enough that is makes it hard for me to tell.  I
> did a lot
> of motion graphics stuff with ice along with arrays of instanced
> shapes/geo and if it did all that I would be willing to give it a real shot.
>
> thanks
> Phil
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