Voxelize your 3d objects

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.

Get it from Unity Asset Store here:
https://www.assetstore.unity3d.com/#/content/14137

Some screenshots:



YouTube tutorials:

HI ! SEAMS WOUNDERFULL ! And first of its class …

Sory to middle in …

But can you Adapt This Tool to make The Voxels CUSTOM MESH COLLIDERS of the original meshes ?

This could be a greath way to make Very optimized colliders …

  1. Select original mesh.

  2. Hit button / Voxelize, Have a checkbox “Make voxel Collider”

  3. Voxel Result is added as Mesh Collider for the original mesh …

  4. Extra Option to Smooth Voxel hull After Voxelization ( This way making Curved ; not just cubic Collider … )

SHOULD NOT BE DIFICULT TO HAD THIS FEATURE TO YOUR AMAZING PRODUCT !? Right !

I will be Waiting for pay day And will give this tool a try if u Can add that Simple Extra Feature !

BEST OF LUCK WITH YOUR SALES WITH THIS AMAZING AND UNIQUE EXTENSION !

Best Regards …

TRIAX

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 ?

Thanks!

Hi Triax,

Voxels have box collider attached by default, however you can attach any collider to them.

Boni

Hi Alf203,

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.

Thanks for the reply.

Yeah that feature would be great. I’ll keep an eye on this thread.

I forgot to ask but, will it work if you have multiple materials on your mesh ?

I have a couple of multi material meshes that I would need to use this on. In that case would the voxel material be derived from only one or more ?

I am aware that different materials will mean break dynamic batching for those but they still could batch with the others that have the same material.

Voxel material is derived from the main material of mesh.
I will add multimaterial mesh support to my to-do list.

Amazing ! Thank you.