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?
In the most recent blogpost the team behind the new DOOM talked about some of the achievements of the development team & shared some thoughts about what makes the upcoming FPS so great. One of the points is the introduction of the new idTech 6, which powers the shooter.
idTech is completely built in house with the help of id veteran and Chief Technology Officer Robert Duffy. Among some people, who work on this technology, are some people from Crytek. Id actually has a whole new studio in Germany that does some technological development as well. CryeEngine + idTech seems like an incredible combination.
Many on our tech team worked at Crytek before, so we’ve known and worked with each other for some time. It’s been an interesting and productive venture, learning about idTech foundations and researching where and how we will take it to new levels.
Tiago Sousa, Lead Renderer Programmer
We want players to wonder how DOOM and idTech 6 games can be so visually stunning at 60 frames-per-second at 1080p on all platforms, when other titles cannot even achieve a similar look at 30 frames-per-second. Our goal is to be the best-looking game at 1080p at 60fps. idTech 6 allows the artists and designers to quickly decorate the world with fine details. “idTech 6’s physically based renderer and dynamic lighting system allows our artists to make our characters and environments more realistic and stunning than ever before.
Billy Khan, Lead Project Programmer
Another big part of the upcoming game is the new SnapMap feature. It’s an amazing tool, that lets you to build your own levels and fill them with enemies, traps and challenges. The coolest thing is that the whole thing is completely visual-based and it does work great on consoles. This whole aspect of the new game is developed by a separate team Escalation, which works in the same office as id. As a matter of fact the multiplayer for the title is done by another team – Certain Affinity.
It’s hard to say if the new tool will prolong the life of the game, but it’s definitely a refreshing change for people, who want to build their own levels for their favourite game. Some artists actually believe that this might be a nice way to get more people to become involved with this industry.
Snapmap much like Fallout 4’s building tools remind me immediately of RPG Maker, Infamous 2, and Far Cry 3 and theur building systems. I love it, I play video games with my friends all gathered together in a room and we love building maps that are just terrible and hilarious I believe that the power of tools like Snapmap is that it’s working towards replay value allowing players to finish campaign and to have their fun on multiplayer and they decide “I want to make my own fun!” and then they do.
The idea that Snapmap game elements will encourage players to want to be in the game industry is interesting because it’s a small but large industry games, but a lot of people don’t even know that getting into game design is a thing I think elements like Snapmap really serve an awakening it unlocks the inner love for design and prepares some players who already have an unknown pre-existing desire to design and create, so in short yes.
Morrissey Alexander, Environment Artist
We’re incredibly excited to see the next DOOM title. Are you going to preorder? Will you be willing to play this thing?