The native Bifrost volume does not currently work with GPU. However, volume data exported as VDB should work.
Arnold visibility attributes found under the bifShape node
The following Arnold nodes are available in the Bifrost Graph Editor. Click on the link to go to the relevant Arnold attributes.
When exporting to a .ass file for use with kick, you must run kick with the location of the Arnold-Bifrost procedural using the -l parameter, for example:
C:\solidangle\mtoadeploy\2018\bin\kick.exe volume_scene.ass -l "C:\Program Files\Autodesk\Bifrost\Maya2018\18.104.22.168\bifrost\arnold-22.214.171.124"
Note that when using Bifrost Graph Volumes, to export ass and kick you need to not expand procedurals. In MtoA, this means in the .ass export options Expand Procedurals should be disabled.
Arnold-Bifrost will attempt to translate every Bifrost property to Arnold. For built-in properties that correspond to a known Arnold built-in parameter, they will be translated as such and not as user data; however, all other properties encountered will be translated as user data so that they are made available to shaders and operators to use as they see fit.
The type and scope of user data in Arnold depends on the type of object being rendered, e.g. points only support constant and uniform user data, while polymesh supports constant, uniform, varying and indexed user data. The following table shows which scopes are supported for which object types, and which types are supported overall:
|curves (Bifrost strands)||Yes||Yes||Yes (per-segment, also auto-converted from per-control-point)||Yes (requires index/range property)|
|polymesh (Bifrost mesh)||Yes||Yes||Yes|
|volume (Bifrost multiresolution tile tree)||Yes|
|implicit (Bifrost signed distance field)||Yes|
The following are the types of Bifrost data supported, and their converted equivalent in Arnold. Note that in some cases the data is truncated or loses precision to fit the Arnold type, such as double-to-float conversions.
|Bifrost Types||Arnold Component Type||Arnold Type|
|signed char, signed short int, signed int, signed long int||int32_t||AI_TYPE_INT|
|unsigned short int, unsigned int, unsigned long int||uint32_t||AI_TYPE_UINT|
|char2, uchar2, short2, ushort2, int2, uint2, long2, ulong2, float2, double2||float||AI_TYPE_VECTOR2 (AtVector2)|
|char3, uchar3, short3, ushort3, int3, uint3, long3, ulong3, float3, double3||float||AI_TYPE_RGB (AtRGB)|
|char4, uchar4, short4, ushort4, int4, uint4, long4, ulong4, float4, double4||float||AI_TYPE_RGBA (AtRGBA)|
|char3x3, uchar3x3, short3x3, ushort3x3, int3x3, uint3x3, long3x3, ulong3x3, float3x3, double3x3||float||AI_TYPE_MATRIX (AtMatrix)|
|char4x4, uchar4x4, short4x4, ushort4x4, int4x4, uint4x4, long4x4, ulong4x4, float4x4, double4x4||float||AI_TYPE_MATRIX (AtMatrix)|
Below is an example of how to randomize the color of Bifrost particles.
A scene file can be downloaded here.
random_value_array -> new set_geo_property (color). The color is a float3 or float4 property (RGB, RGBA).