#AskGSG 10: Fill A Model Volume With Voxel Cubes

January 10, 2015 - By 

In this Ask GSG, “cody_sorgenfrey” asks about these cool images by Fiero Animals. We will take a model and fill it’s volume with cubes, optimizing the number of them with some fancy effector settings. Also we’ll animate the cubes using a lesser known setting in the spline effector.

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8 Comments
  • nice one

  • Hey Chris,

    pretty nice approach! Anyway there’s actually a little trick to get the benefit of both worlds, “Render Instances” turned on in the cloner, to speed up the scene, use less memory AND to shade clones with the shader effector.

    All you have to do is creating that gradient you used not inside of a material but creating it inside your shader effector under “custom shader”. Then you need to load the Mograph Color-Shader inside the color channel of a blank material and assign it to the cloner. Now you can safely turn on “Render Instances” and have your clones shaded with that gradient. Don’t be mistaken by the viewport since it still won’t show the gradient. But as soon as you hit the render button it shows up correctly 😉

    So thanks for that cool tutorial and keep it coming up. Really appreciate your guys tutorials.

    • Thank you Chris, and thank you Sebastian!

    • Hey Sabastian, that sounds like an interesting approach. Can you provide more detailed steps? I’m having issues creating and applying the material, specifically here:

      “Then you need to load the Mograph Color-Shader inside the color channel of a blank material and assign it to the cloner.”

      • Hey JDK,

        obviously little late reply but i will give it another try to explain…

        By a “blank material” i meant any new material you create. In this new material just go to the color channel and where it says “Texture” click on that little triangle to fly out the menu. Here you want to got down to MoGraph and click on Color Shader.

        The only other step you now need to do is drag this material on to your cloner which has your shader effector in it. By now you can turn on “Render Instances” in your cloner while the shading of your effector will work like a charm.

        I hope i got a little clearer on that one. If not just let me and the community know.
        Thanks.

  • John-David Basson January 22, 2015 at 1:36 pm

    This is so cool, i’m trying to apply this to a project i’m doing with the Minecraft world for one of my clients but i’m getting stuck in a situation where the object i’m trying to fill isn’t being filled. The object is just a few cubes, still in their primitive state, and they randomly(it seems) have holes in them, almost like there aren’t enough matrix vectors assigned to the task. I had to cheat the numbers a bit to make all the pixels align right and i’m not sure if that messed up the filling of my object maybe?

    any ideas or comments would be appreciated!

  • Any clue why when I set the mode to falloff the cubes all end up at the far end of the spline instead of evenly dispersed along the spline?

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