It's not shown in the video, but there is an option in the Poly Reduce node to keep Quads and it does a marvelous job keeping intact the original shape decreasing geometry in the areas whereis not needed. Unfortunately the Poly Reduce node only keeps quads if the input mesh is already quad based. In order to get quads from non quad geometries you need to try the Voxel node.
can 80.lv stop posting this kind of low-quality 'showcase' articles? If I wanna find showcase/reel, I can find them easily on Viemo, cgsociety. Everyone know houdini can be used to do destruction, simulation, etc. there is no need to show another destruction unless posting a helpful 'tutorial'. However, this is not.
Can it produce quads, too?
Having a hard time setting up lighting in Unreal? C-Media shared a nice guide to dealing with different lighting scenarios in UE4. Tons of tips and tricks on advances tools and techniques.
In this tutorial I will be giving an overview of every type of lighting actor as well as some more advanced lighting tools and techniques available within Unreal Engine 4.
- Intro/Point Light – 00:13
- Spotlight – 13:21
- Bounce Cards – 17:10
- Light Functions and IES Profiles – 22:36
- Volumetric Light – 28:57
- Skylight – 35:19
- Advanced Dynamic Lighting – 41:47
- Light Propagation Volume/Directional Light – 46:54
- Static Mesh Emissive Lighting – 58:24
- Modulated Lighting – 01:07:51
- Post-Processing – 01:10:40
- Lightmaps – 01:23:59