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    <title>topic 750GB Bifrost Mesh / per frame alembic? in Maya Dynamics Forum</title>
    <link>https://forums.autodesk.com/t5/maya-dynamics-forum/750gb-bifrost-mesh-per-frame-alembic/m-p/5816799#M7229</link>
    <description>&lt;P&gt;Long story short I am using Bifrost in production and because I got a sim out of it that I was &lt;U&gt;very happy&lt;/U&gt; with. that said, after commiting to this direction I became frustrated with my options for dealing with the data.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I can't be bothered with trying to render in mental ray so, I ended up with a mesh that is 2.5gigs per frame x 300. Which I then brought into houdini ( due to a limitation with alembic in maya) and was able to render it through HTOA as both a mesh and Volume with motion blur... looks awesome!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;It seems though that maya does not deal with per frame alembics and moving forward if storing a bifrost mesh as an alembic is our only option this seems like a huge limitation. &amp;nbsp;I can't imagine storing a 750gig alembic even though it's technically possible. &amp;nbsp;Are there plans to implement per frame alembic in maya?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Also is it possible that there are plans for the inverse behavior of the current clipping mesh implentation? i.e specifying what you don't want to mesh instead of what you do.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Luckily, the next mesh I need to render I will be able to render in MTOA using Fabric Engine as the translator so I won't need to goto houdini &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Mon, 14 Sep 2015 23:06:31 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2015-09-14T23:06:31Z</dc:date>
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