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How Reference Voxel Generation Works

Reference objects do not all generate voxel data in the same way.

The result depends on the type of source asset you assign. Some References use voxelization, some convert stored height data, and some display voxel data from a selected frame.

Why This Matters

A Reference object displays voxel data in a Voxel Scene, but that does not mean the source data is treated the same way every time.

The generation path depends on the source asset type.

This matters because different Reference types need different controls.

The General Idea

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

Depending on the Reference type, the source data may be:

  • Scanned
  • Voxelized
  • Converted from height data
  • Read from an existing voxel frame

The result is always voxel data in the scene, but the path to that result can be different.

Voxel Scene And Mesh Asset References

For Voxel Scenes and Mesh Assets, Foxel uses voxelization.

The process works like this:

  1. A Scan Box defines which region of the source asset is used.
  2. Foxel voxelizes the content inside that region.
  3. The generated voxel data is merged into a single voxel result for the Reference object.

This is why Scene References and Mesh References both depend strongly on the selected Scan Box.

Scene References

A Scene Reference uses content from another Voxel Scene.

The Scan Box defines which region of that source scene is used for generation.

Use this when you want to reuse scene content as generated voxel data inside another scene.

Mesh References

A Mesh Reference uses content from a Mesh Asset.

The Scan Box defines which region of the mesh asset is used for voxelization.

Use this when imported mesh content should become voxel-based scene content.

Heightmap References

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

A Heightmap Reference does not use voxelization in the same way as a Scene Reference or Mesh Reference.

Instead, it turns height data into voxel structure.

This is why Heightmap References use properties such as:

  • Height Offset
  • Height Scale

Use this when height-based pixel data should become voxel relief or environment detail.

Voxel Movie References

For Voxel Movies, the Reference uses the voxel data of the selected frame.

A Movie Reference does not need to voxelize or convert the source in the same way.

It displays the voxel result from the chosen movie frame.

This is why Movie References use a Frame property.

Use this when a specific frame from a Voxel Movie should appear as voxel content in a scene.

Why This Distinction Matters

Different generation paths lead to different Reference properties.

For example:

  • Scene References and Mesh References need a Scan Box.
  • Heightmap References use Height Offset and Height Scale.
  • Movie References use a Frame property.

The controls are different because the source data is handled differently.

A setting that makes sense for one Reference type may not exist for another because the generation process is not the same.

How To Think About It

A simple way to remember the difference is:

Source Asset TypeGeneration MethodImportant Controls
Voxel SceneVoxelizes source scene contentScan Box
Mesh AssetVoxelizes mesh contentScan Box
HeightmapConverts height data to voxelsHeight Offset, Height Scale
Voxel MovieDisplays voxel data from a frameFrame

All of these workflows produce voxel data in the scene, but they do not produce it in the same way.

What To Remember

  • All Voxel References display voxel data in a Voxel Scene.
  • The generation path depends on the source asset type.
  • Voxel Scene references use voxelization.
  • Mesh Asset references use voxelization.
  • Heightmap references convert stored height data.
  • Voxel Movie references display the selected frame’s voxel data.
  • Different generation paths lead to different Reference properties.
  • The Reference type determines which controls make sense.