Volumetrics to Mesh?

Is it possible to convert volumetrics to a solid mesh? If its not currently in blenders toolset how would it be possible to implement?

I’m wondering as it could be useful in a python script I want to write…

If you read Farsthary’s development log it’s a ways off.

If you wrote a python script to implement now that would be cool, but I don’t know if it’s possible in python without going to C.

Is that one of the things he is going to try and implement in his blender voxel system roadmap?

Hmmm… Volumetric rendering + voxel sculpting = render to mesh?

An interesting concept. I guess that “render volumetric to mesh” would be far easier to implementwhen (if?) voxels have been included in Blender.

it’s on his list: http://en.wikipedia.org/wiki/Marching_cubes

The reason why is because I want to work on the ANT landscape generator (http://blenderartists.org/forum/showthread.php?t=168608)

If voxel data could be converted into a mesh then it would be possible to generate cave/tunnel/underground systems and perhaps river systems a lot easier than it is to do it at the moment.

volumetric’s can be turned into meshes… Try mesh lab and there is a blender script that turns a point cloud into a mesh somewhere.

By volumetrics I meant like farsthary’s implementation (a material where there are holes), were you meaning the same thing?

I meant currently its possible to convert point cloud(volumetric data) into meshes(ex radiohead’s Lidar data off google). The volumetrics that are already in blender 2.5 are different. I am not sure on the data set you could read up on it in jahka’s blog for the point cache system. 2.5 has several ways to render volume one being point density another being material, others used by the medical community.

you just want to skin a point cloud? http://blenderartists.org/forum/showthread.php?t=144504 it makes holow meshes not solid ones but solids are more cad than blender or maya i believe.

If I’m not mistaken, what Farsthary is trying to do is already built in Blender. The Fluid sim uses marching cube for its internal voxel calculations, but there are no real voxels for Blender back then to render. So the voxel are converted to Derived Mesh. So in short the fluid sim uses meshified voxels

Volumetrisc to mesh is really what the metaballs are doing behind the scenes. The same algorithm should be applicable to volumetrics.

I thought that the support for metaballs was very basic in blender though? Well I think it was although it may have been updated now…