Phil Radford shows how to create and work with MPM Cloth using Maya Bifrost Graph.
Cloth dynamics are mostly a soft-body calculation using spring constraints. Within Maya, you can use nCloth to create clothes and soft body effects, along with all the forces and tools that come with the unified dynamics engine Nucleus. With the addition of the Maya Bifrost Graph, you can also create MPM cloth too.
MPM, or Material Point Method, doesn’t require constant re-meshing and remapping like FEM does, making it better suited for large material deformations, such as cloth and other simulations. MPM also has clear advantages over particle methods too. Check out this tutorial by the Maya Guy Phil Radford that walks us through how to create cloth using the Bifrost Graph in Maya.
“So now we have busted down another door into the new world of the Bifrost graph editor, this time with MPM cloth,” Radford says excitedly. Radford is diving into some of the possibilities with Bifrost, replacing some of the Nucleus dynamics in his workflow.