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<ol class="chapter"><li class="chapter-item expanded affix "><a href="../introduction.html">Introduction</a></li><li class="chapter-item expanded affix "><li class="part-title">Setup</li><li class="chapter-item expanded "><a href="../setup/installation.html"><strong aria-hidden="true">1.</strong> Installation</a></li><li class="chapter-item expanded "><a href="../setup/internal-editing-basics.html"><strong aria-hidden="true">2.</strong> Internal Editing Basics</a></li><li class="chapter-item expanded "><a href="../setup/external-editing.html"><strong aria-hidden="true">3.</strong> External Editing</a></li><li class="chapter-item expanded affix "><li class="part-title">API</li><li class="chapter-item expanded "><a href="../api/basics.html"><strong aria-hidden="true">4.</strong> Basics</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../api/basics/modules.html"><strong aria-hidden="true">4.1.</strong> Modules</a></li><li class="chapter-item expanded "><a href="../api/basics/tree-functions.html"><strong aria-hidden="true">4.2.</strong> Tree Functions</a></li><li class="chapter-item expanded "><a href="../api/basics/sockets.html"><strong aria-hidden="true">4.3.</strong> Sockets</a></li><li class="chapter-item expanded "><a href="../api/basics/using-nodes.html"><strong aria-hidden="true">4.4.</strong> Using Nodes</a></li></ol></li><li class="chapter-item expanded "><a href="../api/advanced-scripting.html"><strong aria-hidden="true">5.</strong> Advanced Scripting</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../api/advanced-scripting/node-groups.html"><strong aria-hidden="true">5.1.</strong> Node Groups</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/generators.html"><strong aria-hidden="true">5.2.</strong> Generators</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/input-groups.html"><strong aria-hidden="true">5.3.</strong> Input Groups</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/attributes.html"><strong aria-hidden="true">5.4.</strong> Attributes</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/boolean-math.html"><strong aria-hidden="true">5.5.</strong> Boolean Math</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/drivers.html"><strong aria-hidden="true">5.6.</strong> Drivers</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/simulation.html"><strong aria-hidden="true">5.7.</strong> Simulation</a></li></ol></li><li class="chapter-item expanded "><li class="part-title">Tutorials</li><li class="chapter-item expanded "><a href="../tutorials/voxelize.html" class="active"><strong aria-hidden="true">6.</strong> Voxelize</a></li><li class="chapter-item expanded "><a href="../tutorials/city-builder.html"><strong aria-hidden="true">7.</strong> City Builder</a></li></ol>
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<h1 class="menu-title">Geometry Script</h1>
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<h1 id="voxelize"><a class="header" href="#voxelize">Voxelize</a></h1>
<p>This tutorial walks you through creating a script that turns any mesh into voxels.</p>
<blockquote>
<p>This tutorial requires Blender 3.4+ for the <em>Distribute Points In Volume</em> node.</p>
</blockquote>
<h2 id="setting-up"><a class="header" href="#setting-up">Setting Up</a></h2>
<p>Create a base mesh. I'll be using a Monkey primitive.</p>
<p><img src="./monkey.png" alt="" /></p>
<p>Next, create a new script. Setting up an <a href="../setup/external-editing.html">external editor</a> is recommended.</p>
<p>Import Geometry Script, and create a basic tree builder function. We'll add a <code>geometry</code> argument and annotate it with the <code>Geometry</code> type to receive our base mesh (in this case, a monkey).</p>
<pre><code class="language-python">from geometry_script import *
@tree(&quot;Voxelize&quot;)
def voxelize(geometry: Geometry):
return geometry
</code></pre>
<p>Run the script to create the tree, then add a <em>Geometry Nodes</em> modifier to your mesh and select the <em>Voxelize</em> node group.</p>
<p><img src="./voxelize_modifier.png" alt="" /></p>
<h2 id="arguments"><a class="header" href="#arguments">Arguments</a></h2>
<p>Add a new argument <code>resolution: Float</code>. Give it a default value of <code>0.2</code>. This value will be used throughout the script to configure spacing and voxel density.</p>
<pre><code class="language-python">def voxelize(geometry: Geometry, resolution: Float = 0.2):
...
</code></pre>
<h2 id="mesh-to-volume"><a class="header" href="#mesh-to-volume">Mesh to Volume</a></h2>
<p>We want to convert the mesh to a hollow volume, so only the outside of the mesh has voxel instances. This will improve the performance of our script.</p>
<p>Use the <code>mesh_to_volume</code> function on the base mesh to convert it to a volume.</p>
<pre><code class="language-python">def voxelize(geometry: Geometry, resolution: Float = 0.2):
return geometry.mesh_to_volume( # Hollow mesh volume
interior_band_width=resolution,
fill_volume=False
)
</code></pre>
<p><img src="./monkey_volume.png" alt="" /></p>
<h2 id="volume-to-points"><a class="header" href="#volume-to-points">Volume to Points</a></h2>
<p>Next, we need to create points to instance each voxel cube on. Use <code>distribute_points_in_volume</code> with the mode set to <code>DENSITY_GRID</code> to create a uniform distribution of points.</p>
<pre><code class="language-python">def voxelize(geometry: Geometry, resolution: Float = 0.2):
return geometry.mesh_to_volume(
interior_band_width=resolution,
fill_volume=False
).distribute_points_in_volume( # Uniform grid distribution
mode=DistributePointsInVolume.Mode.DENSITY_GRID,
spacing=resolution
)
</code></pre>
<p><img src="./monkey_points.png" alt="" /></p>
<h2 id="instance-cubes"><a class="header" href="#instance-cubes">Instance Cubes</a></h2>
<p>Finally, use <code>instance_on_points</code> with a cube of size <code>resolution</code> to instance a cube on each point created from our mesh.</p>
<pre><code class="language-python">def voxelize(geometry: Geometry, resolution: Float = 0.2):
return geometry.mesh_to_volume(
interior_band_width=resolution,
fill_volume=False
).distribute_points_in_volume(
mode=DistributePointsInVolume.Mode.DENSITY_GRID,
spacing=resolution
).instance_on_points( # Cube instancing
instance=cube(size=resolution)
)
</code></pre>
<p><img src="./monkey_voxels.png" alt="" /></p>
<p>You can lower the resolution to get smaller, more detailed voxels, or raise it to get larger voxels.</p>
<h2 id="final-script"><a class="header" href="#final-script">Final Script</a></h2>
<pre><code class="language-python"># NOTE: This example requires Blender 3.4+
from geometry_script import *
@tree(&quot;Voxelize&quot;)
def voxelize(geometry: Geometry, resolution: Float = 0.2):
return geometry.mesh_to_volume(
interior_band_width=resolution,
fill_volume=False
).distribute_points_in_volume(
mode=DistributePointsInVolume.Mode.DENSITY_GRID,
spacing=resolution
).instance_on_points(
instance=cube(size=resolution)
)
</code></pre>
<h2 id="generated-node-tree"><a class="header" href="#generated-node-tree">Generated Node Tree</a></h2>
<p><img src="./voxelize_nodes.png" alt="" /></p>
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