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?
Check out a talk Simon Trümpler gave at the Digital Art Conference 2017 about how textures can be used for other stuff than color. The artist discussed some cool tricks he learned during the production of The Invisible Hours at Tequila Works.
The artist has also shared some materials/meshes for the smoke, rain and the leaves:
Here are some other videos from the artist you mind find useful:
Setting up a flow map material in Unreal:
Storing two images into one color channel of a texture:
Write the position of an object into a render target: