Hi @Nefelibata,
There are several ways to achieve this, a turbulent fluid simulation that is âsnap-shottedâ would work, but be difficult to get the exact look youâre after. A quicker way is to use a particle system . . .
Youâll need to experiment with sizes of the meshes you use as particles ( they can be any shape you like, Iâve used spheres for simplicity ) if you mix mesh shapes youâll get more ârandomnessâ in the final voxel re-mesh.
And you can obviously hand place/remove additional geometry at any position to refine things, after you have turned the particles into ârealâ meshes. Only the final âblockâ of merged geometry matters for the boolean stage and the re-meshing.
Cheers,
Dj
AwesomeďźThis is exactly what I was looking for, thanks a lot!
Simple but practical idea, thanks!