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?
Rockstar Leeds is seeking a senior graphics programmer to help breathe life, realism and fun into their next-gen games. Develop cutting-edge graphics and visual effect systems, working together with the art department to create optimal, attractive solutions for their games. Interested applicants should possess an excellent grounding in graphics theory, good math skills, a keen eye for detail, and a natural ability to communicate as part of a creative team.
- Develop new and enhance existing graphics technologies (rendering, lighting, shadows, shaders, culling, scene management and others) to help achieve state-of-the-art visuals.
- Work closely with the rest of the programming team to assist in integrating graphics technologies, identify extensions to that technology, and help create those improvements.
- Work with others to expand their next-generation graphics pipeline including advanced lighting and rendering techniques, and special effects.
- Help evangelize and facilitate the sharing of successful graphics approaches from the game projects across Rockstar’s studios.
- At least one shipped console or PC title; preferably on the Xbox and/or Playstation consoles.
- Experience in identifying bottlenecks and optimizing existing / future rendering code.
- Significant knowledge of how to program the vertex and pixel shader hardware units.
- Knowledgeable in variety of special FX techniques.
- Experience with multithreaded programming.
- Ability to debug engine level code.
- Experience optimizing both performance factors and memory footprints using hardware and software profilers (PIX, GCM Replay, Tuner, Vtune, etc.).
- Ability to research existing approaches and adapt those to new or modified uses.
- Excellent C/C++ programming skills.
- Excellent HLSL and Cg programming skills.
- Experience with 3D graphics APIs (Direct3D 11+, vendor specific and/or OpenGL).
- Being versatile and regularly proving a readiness to tackle new challenges.
- Ability to work with artists, designers and other content creators to make sure they can get the most out of the technology.
- Passionate about playing and making games!