I’ve got a geometry node tree that is working great to turn meshes into voxelized meshes. It works by converting the mesh into a volume and then distributing points in the volume and instancing the points as cubes. This creates voxel meshes that are solid, with cubes running thoughout. I’d like to create a version that makes hollow voxel meshes, with cubes only on the surface, too if possible.
I think what I need to do is delete the cube instances that are a certain distance away(probably half the size of the cube) from the nearest point on the original mesh. I just can’t figure out how I’d actually accomplish this with geometry nodes. Does anyone have any ideas?
Here’s the node tree: