This addon is incredible! I have been trying to find an automatic way to get the most optimised Voxel models for 8+ hours now and this was the easiest method. I'll be sure to share and credit you for this if/when I release any projects, it works like a charm! However, it would be nice to have the option to clean up according to the Material IDs. For my project, I prefer to use only Material ID's and no Textures eg. one colour in the model = 1 Material ID and in other software I add a metallic material to that ID.
Thankyou so much for your kind words! Interesting feature! I'll try to include it on the upcoming version of the add-on! Thankyou for the unique suggestion!
@@TheStrokeForge That would be very useful for someone like me, thank you for taking it into consideration. I will be sure to support you if such a feature is added
You will have an option in the software for pixel textures. This will disable interpolation, and the textures will look sharp, so you can try that too. But even with Lospec, go ahead!
@@TheStrokeForge I’m having issues with the red limes being around my imported fbx in unity. I did use lopsec to rescale but it only helped a little, what is this pixel option you’re talking about. I’d like to use it
@@braxton4999 i don't exactly know, but i think it's to do with something called disable filtering it something. That disables the pixel blending and gives crisp results
@@braxton4999 You have to do this in Unity. I would've done this if it was to be done in Blender. Here's a link you might find useful -ruclips.net/video/oHlHn5yHPMI/видео.html
Awesome - is it possible to bring in metal/smoothness from MV? I don't suspect PLY/OBJ store that data, but you could do an approach like how you did with Emission? I was using voxel importer from blender market, does bring in metallic, glass etc from MV, but is a mess to work with and doesn't optimize geo.
@@TheStrokeForge I'm familiar enough with shader editor- it'd be great if you could make a video on how to replace one color on the model with a new material, thanks!
@@timarlow8007 Hey there! Sorry to say that I can't make a video about it but here's a walkthrough on how to do it - 1. Duplicate the whole Emission Controls panel in the shader editor 2. in the duplicated node setup, pick a color from Blender's image editor. 3. Use this colorramp's output as a factor for the Mix Shader node. Now you can mix 2 different shaders based on a color. 4. Here's an image showing the same: imgur.com/a/6m6Oi6d (Notice the red color picked in the 'other emission controls' panel is picked from the image editor that is open) 5. Hope that helps, let me know if it doesn't! I do plan to make a more expansive system about material conversion, but I have no idea how it should be implemented and hence that won't be coming anytime soon. Thanks for the comment! Cheers
Hey Dear Farhan, First I have to say that I love Vox cleaner and I'm using a lot, thank you for this Question : Is there a way to clean up the geometry of the model but keep the vextex color on it ? Going further : I would love to have an option to clean geometry and save the differents colored part as different face Thank you !
Hey there! Thankyou for using my plugin! I'm glad that you're liking it! Answer : not that I know of. Vertex colors are based on geometry so editing geometry will also edit vertex colors. Going Further : I like that idea! I'd like to know more about how you intend to use it, would you like to suggest features for the addon in a more active way? Thankyou so much!
Hello friend, thanks for sharing your wonderful tool to clean voxels, it is what I needed a long time ago. ❤ I think I can make a video so that more people know about this addon, thank you very much. 0:29
Hey! Thanks for checking out my tool! I'm very glad you found it useful, and it'll be very helpful if more people know about it, because that's one of the reasons I kept it free!
Hey there! The add-on isn't working on blender 4 and I'm aware of that. I didn't update it because I've been working on another version of the add-on for Blender. However, it's taking time. I think i should update the existing add-on in the first place too. I'll let you know when i do that, cheers!
@@kattoest haha no problem! I'll be getting that out soon, it seems people need it. As for Multiple emissions, they'll be there in the Vox Cleaner V3 along with complete material imports!
does anyone know how to fix the error I am getting, I'm getting an error that says pixel grid snap corner, ive tried blender 3.4, 3.4.1, and the latest one all with the addon and they all give the same error, everything works but my model loses its color, and I cant retexture it it would take too much time
Hey there! Sorry for the late reply! Can you please try using the latest version of Blender (Blender 3.6.1+)? that should fix the issue. if it still doesn't you can use the new version of the Addon I uploaded specifically for the new Blender versions. They should work!
Hey there! I fixed those errors, can you please try using the latest version of Blender and latest version of Vox Cleaner V2? That should fix it, thanks!
if i have a character with color and animation on when i import in blender its ok (color ok, animation ok), when i apply vox cleaner i lost the color information
I do have problems with it. When I go export the optimized voxel model, and import it again in blender, the textures get really blurry. Why is that happening? I've tried multiple ways but still getting the same result. I even tried larger image size, but still nothing...
Hey! there's a very easy fix for it. The textures are super optimised Pixel textures and hence Blur out in softwares. All you need to do is disable the pixel interpolation on the image texture! In Blender, you do this by changing the interpolation from "Linear" to "Closest" on the image texture node of the model texture.
@@TheStrokeForge btw thanks. I loved the tool My problem is that vox animation is implemented in my game engine as one imageso i wanted to do it in blender
What does this do? im confused; i understand voxels are 3d pixels so does this make the voxels bigger (to reduce verts and faces) if so does that reduce processing payload? I wonder because if using this for a game how would this apply or what would be the reason for using this as i thought voxels were meant to be uniform 3d pixels used for depth and simplifying complex coding parameters? As for games they will get converted back to triangles usually so my question is can this enhance a voxel game engine while using the lowest possible processing for low cost indie games?
Hello there! Okay, this is a loaded question. Let me Explain. There's some game engines that use voxels as their base. Others like Unity and Unreal use Meshes. The Voxel game engines have Volume data in it's meshes as well, and collisions and simulations are more close to real life, although not very much visually similar. My add-on 'Cleans' voxel models that are already converted to meshes. This means that if you're using a Non Voxel based game engine, the Processing payload that the model will demand will be reduced on cleaning. However, if you're using a voxel based game engine, you dont need to 'clean' models. They're already optimised for the engine.
@@TheStrokeForge Thank you so much! That helped me understand it alot better. I wanted to use something like this with a blender unity workflow for destruction mechanics in an open world sandbox and now im considering mixing the two methods to achieve better realistic simulations as i also want models to not really have a voxel look so maybe certain assets/objects ill use as voxel and other models as mesh with simple textures and cell shading for reduced payload..i was thinking if this might also be good for objects in the distance to be voxel until they get close enough to be converted to mesh or something but idk thank you so much! I might try particle simulations with this since it seems to be applicable
Hello! It got a little complicated. Removing unnecessary polygons (OBJ file) it is not entirely clear which file to save later in FBX. 1. In which we have changed cleaning (cleaner model) 2. Or with the eye disabled (object name_Backup), i.e. you need to turn it on and re-apply cleaning extra vertices and triangles (using a clean model) P.S. I tried to load saved FBX objects in Unreal Engine 4 (I wasn't quite satisfied with the result...) Please make a detailed video when saving and applying the finished object in any editor (Unity / UE 4) Thank you!
Hey, thank you for your comment! I'll try to answer these. 1. I think there's been a confusion, but basically you just need to clean the model, that's it. 2. The Object_Backup model is the backup and cleaning it again won't make any difference. This is the model that shouldn't be exported. You need to export the cleaned model for game engines. I can't exactly help you with Unreal engine because I myself can't use, it but I can try! lemme know if that helps, and feel free to ask more questions! Cheers :D
@@ericart sorry to say, but still not anytime soon. The thing is, i will have to update the system about how the map data is handled, and i don't have an idea how I would. So pretty stuck there. Still, thanks for asking! Will let you know when it comes out!
You can batch import your OBJ files using Scripting in Blender using this below, make sure you change to the folder where you exported and you will have all your OBJ files imported at the same time. Works in Windows. import os import bpy path_to_obj_dir = os.path.join('C:\\', 'OBJ_Exports) file_list = sorted(os.listdir(path_to_obj_dir)) obj_list = [item for item in file_list if item.endswith('.obj')] for item in obj_list: path_to_file = os.path.join(path_to_obj_dir, item) bpy.ops.import_scene.obj(filepath = path_to_file)
@@TheStrokeForge You're more than welcome. I've been using your V1 so much and just tried v2 and super impressed. Not sure if the script obj import will work on a Mac.
@@cyanogen7 I'm so glad it helped you! It's always refreshing to know that someone is helped by my add-on. Great job on the script and I'll be testing it on Mac as well so don't worry! And yes thanks again!
This is of course all good, but... there are very few payment methods. Therefore, it is not possible to buy the program due to the restrictions of the countries:(
@@xoak_xakonletan if I'm understanding correctly, you can simply import the model into blender and run the plugin to have pixel perfect textures baked.
What's New in Vox Cleaner V2.1 -
- Compatible with Blender 3.4!
- Resolution picker Drop-Down UI modified for the better.
People like you are key to further the voxel art scene!
Thank youu masterrr, you've been the absolute seed and inspiration in all this!
Amazing work, mate! You are having my gratitude 1000 times over.
Thanks so much! Glad it was helpful!
Incredible work man 🎉
Congratulations on release 🎇🎉
Thankyou my dude! Thanks again for so much help along the way!
🔥Epic man, this addon is sick!
Thankyouu ma dude! And thanks again for the testing!
So good... going to get it for my next project! Amazing work!
Glad to hear that! Thanks and Have fun!
Thank you so much for this amazing add-on! :D
You're very welcome!
So impressive you give me the will to transition from 3ds max to Blender :p
Insane job, Thx for that !
Ayy Thanks so much! Really happy to help!
This addon is incredible! I have been trying to find an automatic way to get the most optimised Voxel models for 8+ hours now and this was the easiest method. I'll be sure to share and credit you for this if/when I release any projects, it works like a charm!
However, it would be nice to have the option to clean up according to the Material IDs. For my project, I prefer to use only Material ID's and no Textures eg. one colour in the model = 1 Material ID and in other software I add a metallic material to that ID.
Thankyou so much for your kind words!
Interesting feature! I'll try to include it on the upcoming version of the add-on! Thankyou for the unique suggestion!
@@TheStrokeForge That would be very useful for someone like me, thank you for taking it into consideration. I will be sure to support you if such a feature is added
@@possiblyzslot838 haha cheers!
Legendary stuff, wow!
Thankyou so much, fellow voxel artist!
THE ULTIMATE I REPEAT THE ULTIMATE
Thannyouuu Sarahh ^U^
now i am in a good mood
hahahah I'm glad it helped to uplift your mood!
Thank you so much this helped a lot!!!! You saved my life
Ahahahah anytimee! So glad it helped man!
hanks lot Sir.. You helping us..
It's my pleasure, anytime!
Bro! it's Amazing You solved my problem! Thanks!!!
Happy to help, always! Cheers fella
AYOO THIS IS LIT , TIME TO BUY THE PRO VERSIONNNN
TAKE MA CREDIT CAARD
Great job dude!
Thankyouu my dudeee 🤩
This is awesome!
hehe thankyouu
Nicely Done Farhan!!! I do have the blurred textures, I will investigate rescaling the texture via lospec!
You will have an option in the software for pixel textures. This will disable interpolation, and the textures will look sharp, so you can try that too. But even with Lospec, go ahead!
@@TheStrokeForge I’m having issues with the red limes being around my imported fbx in unity. I did use lopsec to rescale but it only helped a little, what is this pixel option you’re talking about. I’d like to use it
@@braxton4999 i don't exactly know, but i think it's to do with something called disable filtering it something. That disables the pixel blending and gives crisp results
@@TheStrokeForge in blender? Or a different program. I appreciate the response
@@braxton4999 You have to do this in Unity. I would've done this if it was to be done in Blender. Here's a link you might find useful -ruclips.net/video/oHlHn5yHPMI/видео.html
Great explaining and holy shit that's so Amazing to be freee wow
hehehe that's cus Farhan believes in free stuff. It's a way of paying it back to the amazing community!
@@TheStrokeForge that's soo sweet of you :') man i stan u
@MrFenix23 hehe gotta get done what needs getting done 😌
is this better than UVO (Ultimate Voxel Optimizer)?
Really depends on the use case! I don't know for sure about it either way, as I've never used uvo.
Awesome - is it possible to bring in metal/smoothness from MV? I don't suspect PLY/OBJ store that data, but you could do an approach like how you did with Emission? I was using voxel importer from blender market, does bring in metallic, glass etc from MV, but is a mess to work with and doesn't optimize geo.
Converting metal/roughness isn't an option as of now, but if you know how to work with Blender's shader editor, I can show you how to do it!
@@TheStrokeForge I'm familiar enough with shader editor- it'd be great if you could make a video on how to replace one color on the model with a new material, thanks!
@@timarlow8007 Hey there! Sorry to say that I can't make a video about it but here's a walkthrough on how to do it -
1. Duplicate the whole Emission Controls panel in the shader editor
2. in the duplicated node setup, pick a color from Blender's image editor.
3. Use this colorramp's output as a factor for the Mix Shader node. Now you can mix 2 different shaders based on a color.
4. Here's an image showing the same: imgur.com/a/6m6Oi6d
(Notice the red color picked in the 'other emission controls' panel is picked from the image editor that is open)
5. Hope that helps, let me know if it doesn't!
I do plan to make a more expansive system about material conversion, but I have no idea how it should be implemented and hence that won't be coming anytime soon. Thanks for the comment! Cheers
This is sooo cooooool
Eeeeee Thankyy Buddyyy
Nice Plugin saves a lot of time! Altough I have a question I added you on dc
Haha thanks! This comment is pretty old so I hope i replied you on discord
Outstanding work! Does it cleans exported Marching Cubes models as well?
Sorry to say, but it can't clean Marching cubes models. It does clean the geometry, but the textures are messed up.
SLAAAYYYYY
great!
Thankyouu
Hey Dear Farhan,
First I have to say that I love Vox cleaner and I'm using a lot, thank you for this
Question : Is there a way to clean up the geometry of the model but keep the vextex color on it ?
Going further : I would love to have an option to clean geometry and save the differents colored part as different face
Thank you !
Hey there! Thankyou for using my plugin! I'm glad that you're liking it!
Answer : not that I know of. Vertex colors are based on geometry so editing geometry will also edit vertex colors.
Going Further : I like that idea! I'd like to know more about how you intend to use it, would you like to suggest features for the addon in a more active way?
Thankyou so much!
Hello friend, thanks for sharing your wonderful tool to clean voxels, it is what I needed a long time ago. ❤ I think I can make a video so that more people know about this addon, thank you very much. 0:29
Hey! Thanks for checking out my tool! I'm very glad you found it useful, and it'll be very helpful if more people know about it, because that's one of the reasons I kept it free!
hello, wonderful work. i cant seem to get the emission to work on blender4.0. thanks
Hey there! The add-on isn't working on blender 4 and I'm aware of that. I didn't update it because I've been working on another version of the add-on for Blender. However, it's taking time. I think i should update the existing add-on in the first place too. I'll let you know when i do that, cheers!
thanks so much for you reply. ill be waiting. one last question. is it possible to have multiple color emission?
@@TheStrokeForge
@@kattoest haha no problem! I'll be getting that out soon, it seems people need it. As for Multiple emissions, they'll be there in the Vox Cleaner V3 along with complete material imports!
you're the best! have a wonderful day!!!@@TheStrokeForge
Hey there! It's out on gumroad! However emissions are a bit hit and miss.
does anyone know how to fix the error I am getting, I'm getting an error that says pixel grid snap corner, ive tried blender 3.4, 3.4.1, and the latest one all with the addon and they all give the same error, everything works but my model loses its color, and I cant retexture it it would take too much time
Hey there! Sorry for the late reply! Can you please try using the latest version of Blender (Blender 3.6.1+)? that should fix the issue. if it still doesn't you can use the new version of the Addon I uploaded specifically for the new Blender versions. They should work!
cool!
Hi,I reported an error when I used it:AttributeError: 'SpaceUVEditor' object has no attribute 'pixel snap mode' CID 。How to solve it? Thank you
Hey there! I fixed those errors, can you please try using the latest version of Blender and latest version of Vox Cleaner V2? That should fix it, thanks!
hi farina, i have a problem with vox cleaner. could you help me ?
if i have a character with color and animation on when i import in blender its ok (color ok, animation ok), when i apply vox cleaner i lost the color information
Hey! Farhan this side. Yess sure! Tell me what your problem is! I'll be glad to help.
I do have problems with it. When I go export the optimized voxel model, and import it again in blender, the textures get really blurry. Why is that happening? I've tried multiple ways but still getting the same result. I even tried larger image size, but still nothing...
Hey! there's a very easy fix for it. The textures are super optimised Pixel textures and hence Blur out in softwares. All you need to do is disable the pixel interpolation on the image texture! In Blender, you do this by changing the interpolation from "Linear" to "Closest" on the image texture node of the model texture.
Can vox be implemented in blender as animation
Sorry to say, that doesn't work :(
@@TheStrokeForge btw thanks.
I loved the tool
My problem is that vox animation is implemented in my game engine as one imageso i wanted to do it in blender
Hi - Blender 3.4 with pro version VoxelCleaner 2 - still appears to be working, but I get an error when cleaning "Attribute error SpaceUV editor ..."
Hello! I'm aware about the bug in Blender 3.4, and it should be fixed in a couple days! Thankyou for your patience!
@@TheStrokeForge you're the best - thanks!
What does this do? im confused; i understand voxels are 3d pixels so does this make the voxels bigger (to reduce verts and faces) if so does that reduce processing payload? I wonder because if using this for a game how would this apply or what would be the reason for using this as i thought voxels were meant to be uniform 3d pixels used for depth and simplifying complex coding parameters? As for games they will get converted back to triangles usually so my question is can this enhance a voxel game engine while using the lowest possible processing for low cost indie games?
Hello there! Okay, this is a loaded question. Let me Explain.
There's some game engines that use voxels as their base. Others like Unity and Unreal use Meshes. The Voxel game engines have Volume data in it's meshes as well, and collisions and simulations are more close to real life, although not very much visually similar.
My add-on 'Cleans' voxel models that are already converted to meshes. This means that if you're using a Non Voxel based game engine, the Processing payload that the model will demand will be reduced on cleaning.
However, if you're using a voxel based game engine, you dont need to 'clean' models. They're already optimised for the engine.
@@TheStrokeForge Thank you so much! That helped me understand it alot better. I wanted to use something like this with a blender unity workflow for destruction mechanics in an open world sandbox and now im considering mixing the two methods to achieve better realistic simulations as i also want models to not really have a voxel look so maybe certain assets/objects ill use as voxel and other models as mesh with simple textures and cell shading for reduced payload..i was thinking if this might also be good for objects in the distance to be voxel until they get close enough to be converted to mesh or something but idk thank you so much! I might try particle simulations with this since it seems to be applicable
Hello!
It got a little complicated.
Removing unnecessary polygons (OBJ file) it is not entirely clear which file to save later in FBX.
1. In which we have changed cleaning (cleaner model)
2. Or with the eye disabled (object name_Backup), i.e. you need to turn it on and re-apply cleaning extra vertices and triangles (using a clean model)
P.S. I tried to load saved FBX objects in Unreal Engine 4 (I wasn't quite satisfied with the result...)
Please make a detailed video when saving and applying the finished object in any editor (Unity / UE 4)
Thank you!
Hey, thank you for your comment!
I'll try to answer these.
1. I think there's been a confusion, but basically you just need to clean the model, that's it.
2. The Object_Backup model is the backup and cleaning it again won't make any difference. This is the model that shouldn't be exported.
You need to export the cleaned model for game engines. I can't exactly help you with Unreal engine because I myself can't use, it but I can try!
lemme know if that helps, and feel free to ask more questions!
Cheers :D
Feature request: pick a color to change its roughness and able to exports it just like emissive
Great suggestion! Not anytime soon tho, but I do plan to make it possible! Thanks for your suggestion!
@@TheStrokeForge is this going to happen soon? Roughness, metallic, emission
@@ericart sorry to say, but still not anytime soon. The thing is, i will have to update the system about how the map data is handled, and i don't have an idea how I would. So pretty stuck there. Still, thanks for asking! Will let you know when it comes out!
Thank you for great tool but some error happens.I sent you an Email so could you confirm?
Hey there! I have responded to your email! Please let me know if that helped!
You can batch import your OBJ files using Scripting in Blender using this below, make sure you change to the folder where you exported and you will have all your OBJ files imported at the same time. Works in Windows.
import os
import bpy
path_to_obj_dir = os.path.join('C:\\', 'OBJ_Exports)
file_list = sorted(os.listdir(path_to_obj_dir))
obj_list = [item for item in file_list if item.endswith('.obj')]
for item in obj_list:
path_to_file = os.path.join(path_to_obj_dir, item)
bpy.ops.import_scene.obj(filepath = path_to_file)
Oh my my, This is amazing! Thankyou so much for this, I can see it in the next version surely!
@@TheStrokeForge You're more than welcome. I've been using your V1 so much and just tried v2 and super impressed. Not sure if the script obj import will work on a Mac.
@@cyanogen7 I'm so glad it helped you! It's always refreshing to know that someone is helped by my add-on. Great job on the script and I'll be testing it on Mac as well so don't worry! And yes thanks again!
This is of course all good, but... there are very few payment methods. Therefore, it is not possible to buy the program due to the restrictions of the countries:(
I'm sorry about that! What methods can you use to pay? I'll try to upload the plugin on more places!
@@TheStrokeForge
博主,可以用来创建支付宝支付吗
@@袁笙華 我會努力讓它在接下來的一個月內發揮作用! 謝謝!
@@TheStrokeForge 好的,谢谢博主,我很期待!
Holy shit, can this plugin also bake texture of PG3D weapons I made?
Totally! It's as simple as a single click, give it a shot! (:
@@TheStrokeForge I mean the one shown in the PG3D Weapon Creation timelapse
Check out the video:
ruclips.net/video/0BVoItaE4oI/видео.html
@@xoak_xakonletan if I'm understanding correctly, you can simply import the model into blender and run the plugin to have pixel perfect textures baked.
is it open source?
If you download the add-on you can easily access the code, so yep, it is!
@@TheStrokeForge nice good plugin
@@jakedespppp thankyouu so much!
how great it's looking but unfortunately for me it's so so so so so so so so so so slowly
Oh no what happened? Are you not able to use it? Is it slow for you??
@@TheStrokeForge i pressed clean button but it's as i said slow and crashing blender or its don't work with beveled edges?
@@unrealenvironments2943 ahh yes it doesn't work with beveled/non video geo. But shouldn't crash, was the model really big? How many vertices?
@@TheStrokeForge oh I see thanks for the explanation and it's 7000
@@unrealenvironments2943 glad to help! 7000 is pretty small do it shouldn't be a problem!