Destruction Cleanup ------------------- The Destruction Cleanup HDA is a realtime-development tool made by _Paul Ambrosiussen_, targeted at optimizing _destruction simulations_ before exporting it to third party applications like Unreal Engine, Unity, Maya or 3DsMax. **Detailed Explanation, Tutorial & Examples** - http://ambrosiussen.com/subpages/rbdsimcleanup.html **Expected Input** - Non Deforming Constant Number of Packed Primitives. (requires name & orientation attribute) - Optional yet Highly Recommended Relationship Constraint Network Geometry directly from DOPs. **Parameters** - Input Mode (Direct input from DOP, or Cached BGEO Sequence) - Output Mode (Animated Optimized Geometry, Static Optimized Geometry, Animated Optimized Transforms) - Simulation Cleanup Frame Range - Cleanup Method (Proximity Based, Proximity Constraint Based, Constraint Based) - Quick Optimization Visualisation (Allows for fast Iteration & Debugging) - Freeze Threshold (Isolate chunks moving less than specified threshold to be frozen at starting frame) - Fuse & Remove Inside Faces - Bounds Clamping (Specify a bounding volume to contain simulation in) - Normal Cusping - Data Cleanup (Remove any unwanted point or primitive attributes) **Questions & Support** - email@example.com
|Asset Type:||Sop node|
|Created:||April 15, 2017, 5:39 p.m.|
by moferad - April 19, 2017, 12:13 a.m.
Absolutely fantastic, as a game developer and houdini user, this is definitely the tool to speed up those baked destruction moments in game engines, having been doing this in a pseudo manual fashion , having it now in a nice tool fashion really speeds things up! Great Work!