Jimmy Gunawan shows how to voxelize objects in Blender with Geometry Nodes.
3D graphics are often used in the entertainment world, but they can also have practical uses. For example voxel-based objects created with Blender could be very useful if you’re looking for something that is cheap and easy to produce! And what’s more – these 3D models come from an impressive procedural setup using nodes on geometry layers which Sushi Jimmy Gunawan takes us through step by step so we know exactly how it works.
Gunawan, a renowned draftsman and architect gave an informative speech on the Vector Snap function of Geometry Nodes. He discussed how it is used to organize points into grids which can be filled with information such as coordinates for specific surfaces or volumes in 3D models.
Gunawan is working with the geometry nodes to create a way for points within volume. Currently, this isn’t possible so he’s using SVerchok’s help in order to do it!
With Geometry Nodes, you can easily create 3D objects with points inside them. To scatter the points of an object and snap it into place using Snap mode for more precision or Weld Modifier if removal is needed on just some areas within your model before instanceing other materials like boxes that are usually located at different heights above ground level.
Geometric Node allows users to seamlessly integrate geometry nodes in their workflow whether they need precise control over placement accuracy when subdividing large volumes; removing unwanted vertices without affecting neighboring ones by merging both separated surfaces together through welding specific locations only instead of manually connecting individual edges one-by-one which takes forever especially if there’s 10.
Gunawan agrees that there are already many ways you can “voxelize” 3D mesh objects into LEGO or Minecraft; However, he thinks the fastest and most efficient one is to use point cloud processing. It’s quick–and since Blender can be used as jumping blocks too it would work out well!