Object Types โ
Foxel supports several object types for different kinds of scene content.
Some object types store editable data directly, while others reference external content or provide scene-related functionality such as lighting, cameras, or helper behavior.
This page gives an overview of the available object types and explains when each type is typically used.
Voxel Objects โ
A voxel object is any object that contains or displays voxel data.
In Foxel, voxel objects include:
- Voxel Layers, which store editable voxel data directly
- References, which can display voxel data from another asset
Use the term voxel object when a concept applies to both types. Use Voxel Layer or Voxel Reference when the distinction matters.
Pixel Objects โ
A pixel object is any object that contains or displays pixel data.
In Foxel, pixel objects include:
- Pixel Layers, which store editable pixel data directly
- References, which can display pixel data from another asset
Use the term pixel object when a concept applies to both types. Use Pixel Layer or Pixel Reference when the distinction matters.
Mesh Objects โ
A mesh object is any object based on mesh geometry.
In Foxel, mesh objects include:
- Mesh Layers, which store editable mesh data directly
- Mesh Primitives, which generate procedural mesh geometry such as boxes, spheres, or cylinders
Use mesh objects when you need polygon-based scene content rather than voxel or pixel data.
References โ
References display content from another asset instead of storing all data directly in the current object.
They are useful when you want to reuse source content, keep linked content synchronized, or place the same asset multiple times in a scene.
Depending on the referenced asset type, a reference can behave as a voxel object or a pixel object.
Cameras โ
Cameras define how a scene is viewed and rendered.
Use cameras to control framing, projection, and rendered viewpoints.
Lights โ
Lights illuminate the scene.
Use lights to control the direction, color, and intensity of lighting in rendered or previewed scenes.
Helpers โ
Helpers support technical and organizational workflows.
These include objects such as Scan Boxes, which are used for workflows like creating references and defining scan regions.
Choosing an Object Type โ
In most cases, choose the object type based on the kind of content you want to work with:
- Use a Voxel Layer for direct voxel editing.
- Use a Pixel Layer for direct pixel editing.
- Use a Mesh Layer for direct mesh editing.
- Use a Reference when you want to reuse content from another asset.
- Use a Mesh Primitive when you want a simple generated mesh shape.
- Use a Camera, Light, or Helper for scene setup and technical workflows.
Related Topics โ
- Scene Objects Overview: Learn how object types fit into the overall scene workflow.
- Creating and Deleting Objects: Learn how to add object types to an asset.
- Editing Object Properties: Learn how to edit the properties of the selected object.