Voxelize Meshes

Minimum Requirement: Qubicle Basic Edition + Voxelizer DLC

Qubicle's built-in Voxelizer allows you to easily convert OBJ meshes into voxel objects. 

Importing your Model

Qubicle can import textured OBJ meshes. The texture image must be correctly linked with an .mtl file for Qubicle to read it. If the mesh is too large or small, Qubicle will automatically pre-scale it.

Start by selecting Voxelize > Create Voxelizer. This creates an empty Voxelizer node in the project.



The model is loaded into the Voxelizer with Voxelize > Load Mesh. We'll import a small teapot as an example.



 You can double click the object to view the original, unvoxelized mesh. Double-clicking again returns to the normal project view.



Transforming the Model

Now that the model is in our scene, we can scale and rotate the model. The mesh can be rescaled and transformed and the voxelization results are calculated every time with no loss in resolution. However, Qubicle only saves the voxelization result and not the mesh data in the project file. The model must be correctly transformed before saving, when the voxelized mesh is automatically converted to a matrix. 

The Voxelizer's transform options are found in the info tab to the right of the viewport. Clicking on them opens a separate window for more precise options.



Mesh Scale



Uniform locks the scale values to each other so the model will be scaled evenly in each direction. Uncheck this box to scale the model differently for each axis.

  • Scale X/Y/Z controls the scale value for the corresponding axis.
  • Preview updates the results of the transform in the viewport.
  • Select OK to accept the results, or Cancel to go back.

Tip: hover the cursor over the input field to scroll the values up and down with the mouse wheel. Here is the model with a scale value of 10.



The same model with a scale value of 25:



Mesh Rotate



The model can be rotated in three axis with values from 0-360.

Here is the same model with Rotate Y: 66 applied. Note that the voxels aren't rotated; instead the model is rotated and the voxelization result is recalculated.



Converting to Matrix

To edit the voxelized model, you will need to convert it into a matrix. Select Voxelize > Convert to Matrix.

The model is now converted to a normal matrix for manual editing.

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