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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(" Voxelize" )
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
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mode=DistributePointsInVolume.Mode.DENSITY_GRID,
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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(
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mode=DistributePointsInVolume.Mode.DENSITY_GRID,
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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(" Voxelize" )
def voxelize(geometry: Geometry, resolution: Float = 0.2):
return geometry.mesh_to_volume(
interior_band_width=resolution,
fill_volume=False
).distribute_points_in_volume(
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mode=DistributePointsInVolume.Mode.DENSITY_GRID,
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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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