Proposal for an improved block remesh modifier
When dealing with the existing block remesh modifier you are presented with an octree depth, scale, and a threshold. The main problem, however, is that the modifier doesn't use a global scale/grid to determine the cube size and location.
Why is this a bad design?
When trying to make a terrain consisting of cubes in Blender, the current modifier design doesn't allow you to use a consistent main grid. You aren't able to merge multiple objects using the modifier well because of it. The current behavior is quite unpredictable, as you can see here:
Another flaw in the existing modifier is the handling of multiple intertwined meshes, it leads to odd results. I propose to implement the improvements made with the voxel remesh modifier into the block remesh modifier. As shown below adding a voxel remesh modifier into the modifier stack already reduces the intersecting issues substantially, although it takes longer to process:
Here's how the full concept would work in Blender:
Block size: Size of the grid, originating from the origin point.
Threshold: Percentage of filled grid volume needed to place a block.
Remove disconnected: Same behavior as the previous modifier.
Smooth shading: Same behavior as the previous modifier.
Grid Origin: Change the grid origin point using an object
I think these changes would make the block remesh modifier a lot more useful in the majority of cases. I'm curious to hear some other thoughts on it as well :)
6 Comments
One thing I miss in the remesh mod is grid orientation. I don't use remesh to make minecraft esque graphics but I use it to quickly generate advanced terrain. However... To get an angled grid I have to rotate the object then counter rotate the mesh. Then use the remesh mod. 🙄
* @andreasng * Yeah, I think a modifiable origin point would be able to counteract this problem quite well. Additionally animating it could also make for some cool motion graphics.
Would this allow even number of blocks? Curently blender makes them with odd numbers, starting in 1 block then 5 blocks, etc.
* @minimisaurio * Yup, you would be able to make it even/uneven by moving the grid origin by 0,05 in each direction (XYZ) if your grid size is 0,1. Moving your mesh by the same amount works as well.
I predict thousands more of Minecraft fan projects it this get into Blender.
* @-L0Lock- * If it does then it'd be a major feature for sure haha. It'll definitely have uses outside of that area though, it'd be a general QOL improvement. It's good to have it be on par with the newer voxel remesher either way.