Foliagelab - Cutter

Michael G. Art in Modeling




Pick your opacity map. Pick your mode and generate the right mesh for every stage of your pipeline.

LODs

  • Draw a hull polygon per actor directly in the Image Editor
  • Add inner Steiner points to guide triangulation — control edge flow from the inside
  • Edge direction configurable per hull — Vertical for straight branches, Horizontal for bending geometry
  • Pivot, angle and per-actor vertex count configurable per hull
  • Save manual LOD snapshots — as many levels as you need
  • Auto-generate a full LOD chain from any saved hull, with control over the number of levels and reduction percentage per step
  • Build Other LODs — generate all manually saved LOD levels in one click after LOD0 is built
  • Exploded view for easy inspection of the full LOD chain — spread levels along Z or on a 2D grid

Cross Mesh

  • Add Cross Meshes — duplicate any LOD mesh and rotate the copy 90° for billboard-style crossed geometry
  • Consolidate Meshes — merge each LOD mesh with its cross companion into a single object, organized into per-actor collections

HighPoly

  • Texture Cutter — traces a pixel-perfect outline from the opacity map using Marching Squares. Full control over outline precision and cleanup. Quality presets: Draft, Standard, Cinematic
  • Mesh Cutter — cuts existing card or plane meshes in the viewport to follow the opacity silhouette directly
  • Separation (px) — controls how aggressively distinct elements on the opacity map are detected as separate islands
  • Edge Smoothing (px) — simplify the traced contour before triangulation
  • Tris Density and Vtx Limit — control mesh density and cap the vertex count per island

All modes

  • Source from external file or any image already loaded in Blender — including render results and procedural textures
  • Read from Mask, Alpha, R, G or B channel
  • Working resolution up to 8K
  • Full PBR viewport preview
  • Holes and transparency regions inside your silhouette are detected automatically and excluded from the mesh — no manual cleanup needed

Requirements — Blender 4.2+.

Changelogs - v1.1

  • Much faster - Mesh preparation, cutting and consolidation have been substantially reworked. A dense tree that used to take hours now processes in minutes.
  • Cutting by actor type - Identical cards are no longer cut one by one: the tool recognises repetitions, cuts once, and applies the result everywhere. Scenes are far lighter on memory.
  • Instant consolidation - Merging the cut parts into a single object is now near-instant, even on models with tens of thousands of cards, and no longer destroys the parts.
  • New Remove Cut Parts button - Deletes the cut parts once you have checked the merged result. Asks for confirmation first.
  • No more floating fragments - Pieces of neighbouring leaves that occasionally ended up attached to a card are now discarded automatically.
  • Prune Small Elements - Finally works in Mesh Cutter mode; the setting was displayed but had no effect.
  • New Local Build section - For adjusting a specific actor after a general pass, with the choice of applying the fix to that actor alone or to all of its copies.
  • Reorganised panel - to clearly separate the general pass from one-off adjustments.

Note: the general cut replaces the meshes. To re-cut with different settings, run Initialize Mesh again. Consolidating keeps the cut parts and hides them - use Remove Cut Parts to delete them once you are happy with the result


$35

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Details
Published 5 months ago
Blender Version 4.2 - 4.5
Extension Type Add-on
License GPL