Convert Bifrost geometry to Maya geometry
You can convert mesh and strand output from Bifrost to Maya geometry by right-clicking on the output port at the top level of the Bifrost graph. Bifrost meshes get converted to Maya meshes and strands get converted to NURBS curves.
Connect the Bifrost geometry to an
output
node at the top level of the graph. Connections toterminal
nodes are not supported.Right-click on the input port of the
output
node, and select Create Maya Geometry.- In the Maya scene graph, the output of the graph is connected to a
bifrostGeoToMaya
node. - For each mesh in the output, a Maya
mesh
node is connected to one of thebifrostGeoToMaya
node's Maya Mesh ports. - For each strand in each strands object in the output, a Maya
nurbsCurve
node is connected to one of thebifrostGeoToMaya
node's Maya Curve ports. Because Maya doesn't support subcurves, each strand must be a separate object.
You can see these connections in Maya's Node Editor.
- In the Maya scene graph, the output of the graph is connected to a
To use the
point_normal
values of a Bifrost mesh (if they exist) as the normals of the Maya mesh, turn onTransfer Normals
in thebifrostGeoToMaya
node's attributes.In the
Properties
box, specify the geo properties to transfer.float
anddouble
values per point are transferred as alpha color sets.float3
anddouble3
values per point are transferred as RGB color sets.float4
anddouble4
values per point are transferred as RGBA color sets.- Bifrost component tags (
boolean
values per component) are transferred as Maya component tags.
By default, all properties of the above types are transferred except those that are redundant on Maya geometry:
* !point_position !point_normal !face_vertex_normal
.- To transfer a specific property, enter its name. Separate multiple names with spaces. For example:
point_color point_velocity
. - To transfer all properties, enter
*
(an asterisk). - To exclude specific properties, prefix their names with
!
(exclamation point). For example, to transfer all properties exceptpoint_position
:* !point_position
.