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I completed an asteroid generator tutorial. This one has my modified way of restoring UVs after modeling. Hires and LoRes output options are available. Two modeling operations are performed, the VDB method, which destroys UVs, and the mesh boolean operation which preserves them. After converting the VDB back to polygons and polyreducing, the UVs from the boolean mesh are transferred to the resulting surfaces.

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ap_asteroid_generator_121821.hiplc

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Here is SquidBean's setup for using TOPs to export each agent as a single animated FBX. You can drag the resulting set of FBX files into Unreal. This approach avoids Alembic geometry caches, which can get quite large. It also presents a true skeleton to Unreal for internal processing.

tops_fbx_agent.gif

ap_tops_fbx_per_agent.hiplc

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I worked through the spin particles tutorial. The thumbnail looks nothing like the tutorial result. I don't understand why authors do that? This file demonstrates how to make randomly rotating particles lie flat after contact. This technique can be used with RBD debris as well.

confetti.gif

ap_tut_spin_particles.hiplc

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