109 lines
No EOL
3.2 KiB
Markdown
109 lines
No EOL
3.2 KiB
Markdown
# Voxelize
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This tutorial walks you through creating a script that turns any mesh into voxels.
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> This tutorial requires Blender 3.4+ for the *Distribute Points In Volume* node.
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## Setting Up
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Create a base mesh. I'll be using a Monkey primitive.
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Next, create a new script. Setting up an [external editor](../setup/external-editing.md) is recommended.
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Import Geometry Script, and create a basic tree builder function. We'll add a `geometry` argument and annotate it with the `Geometry` type to receive our base mesh (in this case, a monkey).
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```python
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from geometry_script import *
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@tree("Voxelize")
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def voxelize(geometry: Geometry):
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return geometry
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```
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Run the script to create the tree, then add a *Geometry Nodes* modifier to your mesh and select the *Voxelize* node group.
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## Arguments
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Add a new argument `resolution: Float`. Give it a default value of `0.2`. This value will be used throughout the script to configure spacing and voxel density.
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```python
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def voxelize(geometry: Geometry, resolution: Float = 0.2):
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...
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```
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## Mesh to Volume
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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.
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Use the `mesh_to_volume` function on the base mesh to convert it to a volume.
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```python
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def voxelize(geometry: Geometry, resolution: Float = 0.2):
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return geometry.mesh_to_volume( # Hollow mesh volume
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interior_band_width=resolution,
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fill_volume=False
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)
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```
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## Volume to Points
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Next, we need to create points to instance each voxel cube on. Use `distribute_points_in_volume` with the mode set to `DENSITY_GRID` to create a uniform distribution of points.
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```python
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def voxelize(geometry: Geometry, resolution: Float = 0.2):
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return geometry.mesh_to_volume(
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interior_band_width=resolution,
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fill_volume=False
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).distribute_points_in_volume( # Uniform grid distribution
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mode=DistributePointsInVolume.Mode.DENSITY_GRID,
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spacing=resolution
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)
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```
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## Instance Cubes
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Finally, use `instance_on_points` with a cube of size `resolution` to instance a cube on each point created from our mesh.
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```python
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def voxelize(geometry: Geometry, resolution: Float = 0.2):
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return geometry.mesh_to_volume(
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interior_band_width=resolution,
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fill_volume=False
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).distribute_points_in_volume(
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mode=DistributePointsInVolume.Mode.DENSITY_GRID,
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spacing=resolution
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).instance_on_points( # Cube instancing
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instance=cube(size=resolution)
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)
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```
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You can lower the resolution to get smaller, more detailed voxels, or raise it to get larger voxels.
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## Final Script
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```python
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# NOTE: This example requires Blender 3.4+
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from geometry_script import *
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@tree("Voxelize")
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def voxelize(geometry: Geometry, resolution: Float = 0.2):
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return geometry.mesh_to_volume(
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interior_band_width=resolution,
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fill_volume=False
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).distribute_points_in_volume(
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mode=DistributePointsInVolume.Mode.DENSITY_GRID,
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spacing=resolution
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).instance_on_points(
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instance=cube(size=resolution)
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)
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```
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## Generated Node Tree
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