--Introduction------------------------------------------------
The VolumetricHologramConverter HDA takes Static Meshes as Input,
converts them to a volume of Quads, and exports them as a specialized
obj file to be used with the VolumetricHologram shaders. The HDA was
created with Houdini Apprentice 20.0 for educational purposes

The Burst Animation requires an extra 128 bytes per Vertex. The optional
Burst has its own Parameters and Debug Options. The Kakonrad Demo currently
is tuned to expect Burst-Enabled Hologram objs. If Burst is disabled, the
mesh's center will be treated as the one Burst Point during playback

Debug Values do not affect the values during export, they're for debugging 
the data and previewing how animation might play


--Parameters:: Input------------------------------------------------
Geometry File		== Path to the Static Mesh to be converted
Input Mesh Scale	== Uniform scale value after Mesh has been imported
Reverse Winding		== If True, Mesh Triangles front faces are now the back faces
Input Yaw			== Rotates the imported Mesh along Y-Axis after scaling 

--Parameters:: Export------------------------------------------------
Hologram Name		== Name of export file
Outputh Path		== Path leading to folder where obj file will be saved to
Generate OBJ		== Exports the Hologram

--Parameters:: Quads------------------------------------------------
Quad Size			== Scale of each Quad, larger values means more overlap
Shape				== How many vertices each "Quad" has, Default is Square
Stagger				== How much random offset Quads have from the voxelize grid

--Parameters:: Exterior------------------------------------------------
Quad Count			== Exact number of Quads that Hologram will be composed of
Max Quad Limit		== To prevent Quad count from "accidently" going too high, and stalling HDA

--Parameters:: Interior------------------------------------------------
Generate Interior	== If True, Quads will be generated to fill the inside of the hologram
Quad Density		== How many Quads will scatter inside the hologram, larger values means more
Padding				== The space between exterior and interior to scatter
Stagger				== How much offset to give the Quads inside, lower numbers will be grid-like

--Parameters:: Burst------------------------------------------------
Hologram Has Burst	== If True, obj will be exported with additional data for Burst Animation
Scale Dist			== How far the burst points will spread, smaller values means easier to white
Expo				== Dist per Quad run through power curve to make values looser or tighter
Burst Point			== Number of Points to scatter inside of hologram. Quads choose nearest point

--Parameters:: Debug Modes------------------------------------------------
None				== Vertex Color (encoded local Quad Pos data) is shown
Burst				== For debugging Burst Points, visualizes the Burst Distance
Interior Quads		== Shows the Debug Points for where Quads will spawn in the interior of mesh
Normals				== For debugging the encoded Normals and Lighting, use Debug Arrow for Light Dir
Culling				== For debugging Dot Product View Culling, use Debug Arrow for the Camera Dir

--Parameters:: Debug------------------------------------------------
Alpha Culling			== At 1.0, Opacity is 100% during Culling and Burst Debug Modes
Debug Scale Quad		== An additional Quad Scaling to quickly preview different sizes
Test Collapse to Center	== At 1.0, all Quads should be moved to origin, verifies the data is valid
Spin Arrow				== Spins the yellow along Z-Axis for testing Camera and Light Dir

--Parameters:: Burst Debug------------------------------------------------
Dist Scale				== Scales the Burst Dist encoded into the Quads to modifying shape of burst
Burst Intensity			== How far the Quads "fly" when their turn to Burst
Sequential Slider		== 0 to 1 drives the points to Burst one by one until entire Mesh is affected
Single Burst Slider		== 0 to 1 for driving only ONE Burst Point animation
Single ID Iter			== The ID selector for the Single Burst
