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?
Develop character and environment lighting schemes to create visually compelling and awesome looking cinematics.
- Develop character and environment lighting schemes to create visually compelling and awesome looking cinematics
- Create compositing flows in Digital Fusion to deliver finished cut scenes
- Work with modelers, animators, texture and FX artists to optimize the visual look of the cinematic
- Works with level lighter to ensure integration with gameplay
- Additional responsibilities may be assigned as needed
- Proven industry experience in Film or Games generating final picture
- General competency in Autodesk Maya and knowledge of Global Illumination
- Proficiency utilizing a node based compositing package
- Excellent problem solving skills and the ability to work with minimal supervision
- Thorough understanding of direct/indirect light, luminance/exposure and color-theory
- Some experience with generating light-maps, pre-lighting or baked lighting is desired
- HDR Tone mapping experience desired