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Dynamic Erosion

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Message 1 of 4
vfxxx
502 Views, 3 Replies

Dynamic Erosion

vfxxx
Explorer
Explorer

erosion.jpgLooking for a way to generate similar erosions (ideally evolving over time). Booleans does not appear to be practical.

 

First thing that comes to mind:

Converting source mesh and distorted mesh to volumes in Bifrost Graph, exclude one from the other. but its:

 

a. Computationally expensive

b. Hard to maintain crisp edges and overall fidelity (without cranking up volume resolution to extremes)

c. Uv will change each frame (lesser issue)

0 Likes

Dynamic Erosion

erosion.jpgLooking for a way to generate similar erosions (ideally evolving over time). Booleans does not appear to be practical.

 

First thing that comes to mind:

Converting source mesh and distorted mesh to volumes in Bifrost Graph, exclude one from the other. but its:

 

a. Computationally expensive

b. Hard to maintain crisp edges and overall fidelity (without cranking up volume resolution to extremes)

c. Uv will change each frame (lesser issue)

3 REPLIES 3
Message 2 of 4
Christoph_Schaedl
in reply to: vfxxx

Christoph_Schaedl
Mentor
Mentor
Accepted solution

I have no idea how to do such thing.

 

But i would search if there is any Houdini or Blender tutorial.

And with that new info i would post on the Bifrost Discord and ask for help and provide a starting scene.

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https://linktr.ee/cg_oglu
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I have no idea how to do such thing.

 

But i would search if there is any Houdini or Blender tutorial.

And with that new info i would post on the Bifrost Discord and ask for help and provide a starting scene.

----------------------------------------------------------------
https://linktr.ee/cg_oglu
Message 3 of 4
sepu6
in reply to: vfxxx

sepu6
Advisor
Advisor

This is def possible with BF - The main issue here will be separating the 2 different materials. Which you could do with some shading tricks and techniques but the FX itself is not complicated at all basically is just an animated noise on your fog volume which you then converted level set and a mesh. Once you cache the effect then it will run without any issues. 

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This is def possible with BF - The main issue here will be separating the 2 different materials. Which you could do with some shading tricks and techniques but the FX itself is not complicated at all basically is just an animated noise on your fog volume which you then converted level set and a mesh. Once you cache the effect then it will run without any issues. 

Message 4 of 4
darioOrtisi
in reply to: vfxxx

darioOrtisi
Collaborator
Collaborator

@vfxxx  This is a simple example you would try. Simple as is, scatter points with random size, points_to_volume e merge volume with the original geo as volume and animate point_size.

maya_WbV8Upd3HO.gif

 

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@vfxxx  This is a simple example you would try. Simple as is, scatter points with random size, points_to_volume e merge volume with the original geo as volume and animate point_size.

maya_WbV8Upd3HO.gif

 

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