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MCG

MCG Voxelizer

By vusta · 2015-07-30

Version
1.03.00
Version requirement
2016
Date updated
2017-06-17
Votes
8
Description

 

Bob the Boxelizer added some bells and whistles to Christopher Diggins' Voxelizer in the Sample Pack. Probably more useful to mographers....or use Bottom up method to illustrate 3D printing..

Video here: http://1drv.ms/1Itid08

Ver 1.01.00: the voxels are now 'cubic', ie. uniform in all dimensions, not oblong if your orig geo was oblong. Also added option to pick building block instead of default 'box'.

Please save often as with MCG and large arrays...it tends to crash...

Important workaround:

Sometimes, you see holes where it should be solid, this error is quite prevalent in MCG when testing a vector that is perfectly aligned in an axis (in this case Z). I'm not gonna question what should be happening under the hood...I'll just give you my usual workaround and that is to nudge the vector a tiny bit. Get the IsBoxInRayTraceSceneMesh compound below

Added video for Deluxe version.

ver 1.03:
  - all 'pro' features now avail
  - pointilize mode to generate points from mesh volume.

Videos
Attachments

Tags: MCG Voxelizer

Comments (4)

Coloring voxels

noparlescripto · 2015-12-02

Would it be possible to take the color information from the diffuse channel of the base object and transfer it to individual voxels? So generally the ray/voxel center intersection with the base surface gives you the diffuse value of each voxel.
Doing something like this automatically from a textured sphere:
http://www.bassvisuals.com/wordpress_bv/preview/Bass_Visuals_Medium_Voxe…

Normally I would use a workaround with render to texture for example, or UV transfer script, but it's not the most efficient way. :)

that's pretty cool...

vusta · 2015-12-03

this will be another on the to do list for me...:)

po4920826 · 2015-10-24

I'ts awesome!!!

I can pose mincraft style now.

Update to ver 1.01.00

vusta · 2015-07-31

this will have 'cubic' voxels and option to pick your own building block