Archived post by Wyeth

Little tip that I have found useful when playing with the new bake tools: I really have been struggling to get an actually acceptable low poly out of Houdini’s auto tools like instant meshes or polyreduce. They get you halfway there but nothing I would consider super clean/shippable. One thing that is helping is the new game dev measure curvature, I throw one of those in after a remesh down to 50k or so to get overall curvature, take concave range to 10 and contrast/intensity to 3, blur a bit, convex to 0, single color value. Then polyreduce can use the color to guide the reduction while retaining detail across areas of high curvature. Starts to assist the silhouette preservation…
I still get holes, jagged polys, and artifacts quite a bit once the resolution gets down to game ready though. Definitely trying to find a great pipeline there.

Perhaps “LOD create” holds some tricks…

Exaggerated for effect but you get the idea

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Archived post by plantfx

@Jonesy this may be late and not sure if I know exactly what it needs but maybe something like this in a point wrangle ` int ptn = i@ptnum;
int s = chi(“stairs”); int f = chi(“floor”);
int l = s+f;
int spts = s*2; int lpts = spts+f;
int x = max(ptn%lpts-spts+1,0)+min(floor(ptn%lpts*.5),s-1); int y = min(floor(float(ptn%lpts+1)*.5),s);
int inc = floor(float(ptn)/lpts); int linc = l*inc; int hinc = s*inc;
v@P = set(x+linc, y+hinc, 0); `

Archived post by eetu

gahh took a while

but starsteps with landings

the conceptual idea is to take a larger stairstep of (x+y) steps in size, plus add to it a clamped sawtooth that has x steps of the clamped part and y steps of the unclamped part

scaling it all properly took a while 😃

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/stairsteps_landings.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/ee_stairlandings.hiplc