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Types of Objects

In Foxel, various types of objects are utilized to create, manipulate, and manage your designs effectively. Below is an overview of the different types of objects available, grouped into relevant categories.

Layers

Layers are fundamental components in Foxel that allow for the editing of voxels, pixels, and texels. There are three main types of layers:

  • Voxel Layer Used for creating and editing Voxel Scenes and Voxel Movies.
  • Pixel Layer Ideal for working with Heightmaps and 2D graphics.
  • Mesh Layer Created when importing mesh files, allowing texture modifications while keeping the polygonal structure uneditable.

References

References are objects that link to other asset files within your project, utilizing generated data from the linked source as their source data. While References cannot be edited directly—requiring changes to be made in the source file—they can be converted to a layer if needed. The following reference types are available:

Mesh Primitives

Mesh Primitives are basic geometric shapes that can be used as building blocks for more complex designs. The available mesh primitives include:

Lights

Lighting is crucial for enhancing the visual quality of your scenes. Foxel supports three types of lights:

  • Spot Light Provides a focused beam of light, ideal for highlighting specific areas.
  • Point Light Emits light in all directions from a single point, simulating a light bulb effect.
  • Directional Light Simulates sunlight by casting parallel rays of light across the scene, providing consistent illumination and shadows, making it perfect for creating a natural outdoor lighting effect.

Cameras

Cameras define the viewpoint within your scenes. Foxel offers two types of cameras:

  • Orbit Camera Allows users to rotate around a central point, providing a flexible view of the scene.
  • First Person Camera Simulates a first-person perspective, enabling users to navigate through the scene as if they were inside it.

Helper Objects

Helper objects assist in organizing and managing your scene. The following helper objects are available:

  • Groups Used to organize multiple objects into a single entity for easier management.
  • Locator Marks specific points in the scene, useful for reference or positioning.
  • Scan Box Specifies a three-dimensional area within an asset, allowing for the extraction and conversion of voxel data from that designated region for use in Reference objects.