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Heightmap to Voxel Environment Detail

Heightmaps are useful on their own, but one of their strongest workflows is conversion into voxel data.

This lets you reuse prepared height information as scene content instead of rebuilding the structure manually.

Why This Matters

A Heightmap can become more than an image-based asset.

In a Voxel Scene, it can be used as a source for generated voxel structure. This is useful when height data is faster to draw, paint, or edit than the final voxel form would be to build manually.

Use this workflow when you want to turn height information into voxel detail for environment work, terrain-like forms, panels, relief shapes, or carved surfaces.

Use A Heightmap Through A Reference

In a Voxel Scene, other assets are used through Reference objects.

A Reference object generates voxel data from the assigned asset and uses that result inside the scene.

For Heightmaps, Foxel uses a Heightmap Reference.

The Heightmap is not just displayed as a flat image. Its stored height values are converted into voxel data.

Creating A Heightmap Reference

The easiest way to create a Heightmap Reference is drag and drop:

  1. Switch to the Assets page.
  2. Find the Heightmap asset.
  3. Drag it into the Scene View.

Foxel creates the matching Reference object automatically, assigns the Heightmap, and loads the generated voxel data.

You can also create the Reference manually by creating the correct Reference object type and assigning the asset in the Inspector.

How Voxel Data Is Generated

For Heightmaps, Foxel converts 2D image-based data into voxel data using the stored height information.

That is the key idea behind this workflow:

  • The Heightmap stores height values.
  • The Heightmap Reference reads those values.
  • Foxel generates voxel structure from the height data.
  • The result appears as voxel scene content.

This makes Heightmaps useful for building forms that are easier to define as relief first and voxel geometry afterward.

Heightmap Reference Properties

A Heightmap Reference has several properties that control the generated result.

Heightmap

Heightmap defines the source Heightmap asset.

Change this when you want the Reference to use a different Heightmap.

Height Offset

Height Offset adds an offset to the generated height values.

Use this when the generated voxel result should start higher or lower.

Height Scale

Height Scale multiplies the generated height values.

Use this when the generated result should be taller, flatter, stronger, or more subtle.

For example, increasing Height Scale makes the height differences more pronounced. Reducing it makes the generated relief flatter.

Crop Properties

Like other Voxel References, a Heightmap Reference also shares crop properties:

  • Crop
  • Crop Box Position
  • Crop Box Size

Use these when you want to limit the generated voxel grid to a smaller region.

Cropping is useful when only part of the Heightmap should be used in the scene, or when you want to keep the generated voxel area more focused.

Updating References

References are not updated automatically.

If the source Heightmap changes, the existing Heightmap Reference keeps its previous generated result until you refresh it.

To refresh references, use:

  • Object > References > Update
  • Object > References > Update All

Use Update when you want to refresh the selected Reference.

Use Update All when several References should be regenerated.

Converting To A Voxel Layer

A Reference is generated scene content, but it is not the same as a directly editable Voxel Layer.

If you want to edit the generated result as normal voxels, convert the Reference into a Voxel Layer:

Object > Reference > Convert To Voxel Layer

After conversion, the result becomes directly editable with the normal voxel tools.

Use this when you want to treat the generated height result as a starting point and then continue editing it manually.

When This Is Useful

This workflow is especially useful for:

  • Environment relief
  • Terrain-like shapes
  • Floor panels
  • Carved surfaces
  • Raised surface details
  • Repeating structural details
  • Voxel detail that is faster to build from height data than by manual voxel editing

What To Remember

  • A Heightmap can be used inside a Voxel Scene through a Heightmap Reference.
  • Dragging a Heightmap into the scene creates the matching Reference automatically.
  • The Reference converts stored height information into voxel data.
  • Height Offset shifts generated height values.
  • Height Scale controls the strength of the generated height.
  • Crop properties can limit the generated voxel region.
  • References do not update automatically.
  • Use Update or Update All to refresh References.
  • Convert the Reference to a Voxel Layer when you want direct voxel editing.