Voxelizer Plugin for Unity 3D has been finally finished.
Voxelizer uses Physics.Raycast method to transform any 3D model into a set of voxels, i.e. cubes. Voxels are created at edges of a model and optionally also inside it. Voxels are rendered in a single draw call providing they are of the same size, same or shared material, and texture has no transparency.
Nice, been waiting for something like this. A couple of questions.
Can it voxelize a skinned mesh character in a certain pose ? So say my character does an animation and I need a version of him voxelized based on the position he has in a certain frame of this animation. Is it possible ?
Also when you say its rendered in one drawcall, is it using Unity’s Dynamic Batching for that ?
If its rendered in one drawcall, can we still move each cube separately ?
Voxelization of skinned meshes is not supported. If there was a demand for that I could do that, so I will think about for the future. You are actually the first one to ask about that.
Voxels are dynamically batched, because they are of the same size and share the same material. If you make them have for example transparent material then they won’t be batched.
So these are standard Unity requirements for dynamic batching.