Scenes with Bifröst simulations created in earlier versions of Maya should be updated to be compatible with the current version.
Scenes with Bifröst simulations that were created in Maya 2016 Extension 2 have the same node structure as the current version, and will work in the current version as before. However, if you want to use new features such as motion fields, the nodes need to be updated to modify the graphs and add new ports.
When a Bifröst simulation from a Maya 2016 Extension 2 is detected, a warning is logged. For example:
// Warning: Bifrost: to use the new 2017 Bifrost features, graph |bifrostLiquid1|bifrostLiquidContainer1 needs to be updated to the latest version, call mel script: replaceBifrostFXGraphsWithFactoryGraphs |bifrostLiquid1|bifrostLiquidContainer1 ; //
Note that the exact message depends on the types of simulation and names of objects in the scene.
For more information about working in the Script Editor in general, see Script Editor.
replaceBifrostFXGraphsWithFactoryGraphs |bifrostLiquid1|bifrostLiquidContainer1 ;
You can now use the new features in Bifröst.
Scenes with Bifröst simulations that were created in previous versions of Maya have a different node structure that is not compatible with the current version. However, there are scripts that you can run to convert them to the current version and copy some of the important attributes. If the old scene used cached files, you also need to reorganize the file folders.
When a Bifröst simulation from a previous version is detected, it is disabled and a warning is logged. For example:
// Warning: Bifrost: graph |bifrostLiquid1|bifrostLiquidContainer1 needs to be updated to the latest version, call mel script: migrateBifrostGraphToVersion2016R2 |bifrostLiquid1|bifrostLiquidContainer1 ; //
Note that the exact message depends on the types of simulation and names of objects in the scene.
For more information about working in the Script Editor in general, see Script Editor.
migrateBifrostGraphToVersion2016R2 |bifrostLiquid1|bifrostLiquidContainer1 ;
A new graph is built and the old one is deleted.
Previous versions mixed different cache files together in the same folder, but the current version requires that they be organized into separate folders named after their object. The fluid voxel and point cache files share the same object and must be in the same folder, but other caches like solids (colliders) belong to a different object and must be in other folders.
bifinfo <path_to_cache_files>/<prefix>_liquid_point.<nnnn>.bif
object voxel_liquid