局部绘画细分可用于破碎切割

Houdini Remesh by attribute

Imagine a case were you have some characters interacting with a ground and you want the ground mesh to have a higher poly count where they step sth like adaptive remeshing based on attribute, well I got you covered you can easily do that using the @targetmeshsize attribute that is read by the remesh node to define the edge length.

Imagine a case were you have some characters interacting with a ground and you want the ground mesh to have a higher poly count where they step sth like adaptive remeshing based on attribute, well I got you covered you can easily do that using the @targetmeshsize attribute that is read by the remesh node to define the edge length.

胡迪尼按属性修补
想象一个例子,如果你有一些角色与地面交互,你希望地面网格具有更高的多边形数,在这些多边形数中,它们会基于属性进行自适应重新网格化,那么我已经介绍过了,你可以使用重新网格化节点读取的@targetmeshsize属性来定义边长度,从而轻松做到这一点。
想象一个例子,如果你有一些角色与地面交互,你希望地面网格具有更高的多边形数,在这些多边形数中,它们会基于属性进行自适应重新网格化,那么我已经介绍过了,你可以使用重新网格化节点读取的@targetmeshsize属性来定义边长度,从而轻松做到这一点。

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