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  • Published 14 Oct 2020

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:

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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:

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Here's how the full concept would work in Blender:

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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 :)

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Development Status: Open

Upvote 25 Downvote 1
Powerbyte7
14 Oct 2020

6 Comments

andreasng

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. 🙄

2
Powerbyte7 Author

* @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.

1
minimisaurio

Would this allow even number of blocks? Curently blender makes them with odd numbers, starting in 1 block then 5 blocks, etc.

1
Powerbyte7 Author

* @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.

Lauloque

I predict thousands more of Minecraft fan projects it this get into Blender.

1
Powerbyte7 Author

* @-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.