3. Closing bottom hole, modifying base shape
6. Polishing shaving effect
8. Adding bottom circle (pencil lead part)
9. Fixing bottom circle open hole
10. Polish base shape (get rid of harsh edges)
11. Organizing node graph
13. Rigid Body preparation
14. Rigid Body preparation making pencil as a single mesh
15. Creating Rigid Body Simulation
16. Rigid body dynamically place pencil on top of any input geometry
17. Finalize creating normals
18. Finalize additional cleaning
19. Finalize creating collision group
20. Finalize creating Nanite attribute
21. Finalize creating LODs
22. Finalize creating LOD Screen Size
23. Finalize organize graph
25. HDA creating shape parameters
26. HDA controlling parameter(s) visibility with hide when parameter option
27. HDA creating color parameters
28. HDA creating nanite parameter
29. HDA adding simulation parameters
30. Unreal Engine creating project
31. Unreal Engine testing HDA
32. Unreal Engine enabling Nanite and LODs
1. Creating Pencil Case Part 1
2. Creating Pencil Case Part 2
3. Adding Vertex Colors, Unreal Attributes, Collision Group, Low Poly
6. Case HDA - creating parameters - part 2
7. Case HDA - creating parameters - part 3 (controlling UI with toggles)
8. Preparation for scattering pencils within the case bounds
9. Creating For Each Loop with For Each Metadata node
10. Copying (scattering) pencils inside case shape
11. Creating randomization controller (Null node)
12. Randomizing pencilscase colorsetc
13. Adding RBD and fixing attributes mismatch on Merge
14. Clean up, normals and collision group
15. Creating group LODs and lodx_screensize attributes
16. Organizing node graph
17. Pencil case HDA - creating parameters - part 1
18. Pencil case HDA - creating parameters and testing - part 2
19. Testing Pencil Case HDA in Unreal Engine 5 and creating two variations
1. Preparation creating scatter area bounds
2. Creating For Each Loop
4. Creating randomization controller (Null node)
5. For each loop randomizing pencils (shape, shaving, etc.)
6. For each loop randomizing case shape (height, radius)
7. For each loop randomizing case channel ramp shape
8. For each loop randomizing colors (pencils and cases)
9. Creating Rigid Body simulation
10. RBD troubleshooting (when object passing through geometry)
11. Cleaning attributes, etc
13. Creating HDA parameters
14. Testing inside Unreal Engine
15. Creating a scene for renders (timelapse)