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Import and convert

Import ▸ Import .vox in the Voxel tab of the sidebar, File ▸ Import ▸ Voxels (.vox), or Add ▸ Voxel ▸ Import Voxels (.vox). All three open the same importer, and you can pick several files at once.

You get an editable voxel model with the file’s palette and materials (metal, glass, emission). Files with several models come in with their placement.

To save a model as .vox again, use Export .vox.

The Voxelize Mesh section turns any mesh into a voxel model. Select a mesh and set:

The Voxelize Mesh section with Suzanne selected

  1. Resolution: Voxel Count or Voxel Size, Grid and Padding.
  2. The grid and cell count you will get, before you commit.
  3. Voxelize Mesh.
  4. Fill, Shape, Color, Output and Batch Folder.

Resolution

Setting Meaning
Voxel Count / Voxel Size Size the grid by how many voxels across, or by an absolute voxel size
Grid Align, Padding Where the grid sits around the mesh

The panel shows the resulting grid size and cell count before you commit.

Fill

Setting Meaning
Fill Surface (only voxels the mesh surface touches) or Solid (the inside too)
Thickness Conservative: every voxel the surface overlaps, thicker with no gaps. Thin: a thinner shell that is still gap-free.
Interior How Solid finds the inside: Flood Fill carves the outside away (tolerates small gaps), Ray Parity handles open meshes
Dilate, Erode Thicken or thin the result

Color: Automatic by default. It uses the mesh’s colour attribute if it has one, otherwise its texture through the UVs, otherwise the material’s base colour. Colours are clustered into the first swatches of the palette, and the rest keep the standard palette, so there is always something to paint with. A mesh with one plain material and no texture comes out in that one colour. The panel’s grid estimate also works on a voxelize result: it shows what Re-voxelize will build from the source mesh.

Shape: Cubes gives an editable voxel model. Marching Cubes gives a smooth isosurface mesh instead; that is always a plain mesh, because smooth triangles have no grid behind them.

Output: a New Object beside the source, or Replace the source. Apply modifiers first or not, hide the source, and cap the voxel count.

Press Voxelize Mesh. Re-voxelize redoes it with changed settings.

Suzanne as a voxel model. The original mesh is hidden, because Hide Source is on

Voxelize Mesh ▸ Batch Folder converts every FBX in a folder: choose input and output folders, include subfolders, a filename suffix, overwrite, and whether to export colours. It always uses an absolute voxel size so every file comes out at the same scale. Esc cancels.

Voxel Mode ▸ Reshape works on the whole model or the active group:

Button Does
Grow Adds Amount layers all round. Grow In Active Colour paints the new layers with your colour.
Shrink Removes Amount layers from the outside
Hollow Keeps only a shell Thickness voxels deep. Thickness 1 keeps exactly what you can see.

Include Diagonals treats all 26 surrounding voxels as neighbours, which gives rounder growth.

Hollowing is the cheapest way to make a big model lighter to edit and export, since its inside is never seen.

Finalise To Mesh works in both directions. Select meshes that were voxels (finalised by Voxel Mode, or imported from .vox) and the same button, now titled Voxel Model From Mesh, rebuilds one editable model from them. It is also in Add ▸ Voxel ▸ From Finalised Voxel Mesh and Object ▸ Convert.

This is exact, not a re-voxelize: palette indices, materials and groups come back as they were.

Option Meaning
Fill Inside Refill the hollow the bake left. Sealed cavities inside the model stay hollow.
Groups From Objects Each source mesh becomes a group, which is the exact reverse of One Object Per Group
Voxel Size 0 reads it from the mesh; set it only if the mesh has been scaled
Hide Source Meshes Hide the meshes that were read
Enter Voxel Mode Start editing the result straight away

A mesh that isn’t on a voxel lattice is refused with the reason. Use Voxelize Mesh for those.