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Create a graph

To create a Bifrost graph from scratch in a Maya scene:

  1. Optionally, select one or more objects in the Maya scene to be inputs to the new graph. Meshes, curves, and nParticle objects are supported. The selected objects will be added to the Path section of input nodes in the graph. You can also add more inputs from the scene at any time later — see Input geometry and materials from the scene.

    • Multiple selected meshes are imported as an array of meshes. If you intend to use the meshes in different ways, for example as emitters, colliders, and so on, it's better to input them individually after the graph has been created.
    • Multiple curves are sampled and imported as a single strands object by default. If desired, you can convert this later to an array of strands by right-clicking on the input node's output port and changing its type.
    • An nParticle object is imported as a points object, but first gets converted using a second graph named convertParticleToBifrost that is created automatically. You can simply close this tab in the Graph Editor.
    • A mixed selection creates multiple input nodes in the graph.
  2. Choose Create > Bifrost Graph from Maya's main menu.

    A bifrostGraph is created in the scene, and can be selected in Maya's Outliner. The bifrostGraphShape represents the output of the graph, which is empty until your graph outputs something.

    If you want to convert this to the older bifShape output, see Convert between bifrostGraphShape and bifShape outputs.

  3. The Graph Editor opens, showing the new graph with its input and output nodes. If the Graph Editor was already open, the new graph opens on a new tab instead.

To add nodes and build the graph, see Build and modify graphs.

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