Pixel Generator

BlendyLabX in Modeling


Pixel Generator — User Guide

BlendyLabX · Version 1.0.0

The figures below are illustrated explanations of Pixel Generator 1.0.0, not captured Blender screenshots. Model results depend on the source mesh, materials, and settings.

Requirements

Minimum required version: Blender 4.5 LTS. Use a mesh object with faces and work in Object Mode. For Texture / UV color sampling, the source needs an active UV map and accessible image textures.

Installation

  1. Download the Pixel Generator ZIP from your Superhive purchase. Keep the ZIP compressed.
  2. Open Edit → Preferences → Get Extensions.
  3. Open the menu in the upper-right corner and choose Install from Disk.
  4. Select the downloaded ZIP and confirm installation.
  5. In Preferences → Add-ons, search for Pixel Generator and enable it if necessary.
  6. Return to the 3D Viewport, press N, and open Pixel → Pixel Generator.

Quick Start

  1. Select a source mesh in Object Mode.
  2. Leave Pixel Shape empty to use cubes, or choose a custom mesh with the picker or eyedropper.
  3. Start with Density 24 and Fill Inside disabled.
  4. Click Generate to create the pixel preview.
  5. Select the generated model and adjust its settings.
  6. Click Bake to Mesh when you are satisfied.
  7. Move, rotate, or scale the automatically created Empty to transform the complete baked model.
Panel and Quick Start
01_Panel_and_Quick_Start.pngTải ảnh

Figure 1. Panel location and controls in the generated-preview state.

Density, Scale, and Gap

  • Density: Sets the sampling cells along the source model's longest dimension. Increase it to capture smaller details; higher values create more pixels.
  • Scale: Changes each pixel's size without changing the sampling resolution.
  • Gap: Adjusts the spacing between neighboring pixel shapes.
Density, Scale, and Gap
02_Density_Scale_and_Gap.pngTải ảnh

Figure 2. Density changes resolution. The lower row uses the same 27 sample positions to illustrate changes in pixel size and spacing.

Pixel Shape and Bevel

  • Pixel Shape: Choose a custom mesh with faces using the picker or eyedropper. Leave the field empty to use the default cube.
  • Bevel Amount: Softens the edges of the repeated geometry.
  • Segments: Controls bevel smoothness. Additional segments increase geometry complexity.
Pixel Shape and Bevel
03_Pixel_Shape_and_Bevel.pngTải ảnh

Figure 3. Default cube, beveled cube, and an example custom mesh. Simple shapes help keep repeated geometry lighter.

Fill Inside

Keep Fill Inside disabled for surface-only output. Enable it to add pixels inside regions enclosed by the voxelized surface. Open or incomplete surfaces may not enclose a fillable region; a closed source usually gives a more predictable solid result.

Fill Inside Cutaway
04_Fill_Inside_Cutaway.pngTải ảnh

Figure 4. Both examples use the same closed source volume. A quadrant has been removed in this illustration to reveal the hollow or filled interior.

Color Modes

  • Texture / UV: Samples supported source textures using UV information. The source needs an active UV map and accessible image textures. It does not reproduce every possible shader setup.
  • Original Material: Reuses source material data. Try this mode for materials that do not rely on UV image textures.
Color Modes
05_Color_Modes.pngTải ảnh

Figure 5. Separate examples illustrate UV-based texture sampling and source material reuse. Geometry baking does not create an export-ready texture atlas.

Source Visibility

Use Hide Original Mesh during generation to inspect the pixel preview. After Bake, the original source is hidden in the active viewport. Check the Outliner's render visibility separately before rendering.

Generate, Stop, Bake, and Restore

Generate starts the live preview for the active source mesh. Select its generated model to adjust the associated settings.

Stop / Esc stops live generation, hides the preview, and returns to the original source. Use Bake to Mesh when you want to keep a finished mesh result.

Bake to Mesh converts the current preview into separate Blender mesh objects with linked mesh data. The pixels are automatically parented to a Plain Axes Empty, preserving their positions. The original source is hidden in the active viewport after baking.

Restore removes the associated generated or baked pixel result and reveals the original source. After baking, select the group Empty or one of its pixels to access Restore. Save a copy before Restore if you want to keep the baked result or any edits made to it.

Bake, Group, and Restore
06_Bake_Group_and_Restore.pngTải ảnh

Figure 6. The generated-preview, baked, and restored-source states.

Working with Multiple Models

Generate each active source mesh separately. You can keep multiple generated models in the same scene and select a generated model to adjust its independent settings. Selecting several meshes does not start a batch conversion.

Performance and Output

  • Start with a moderate Density and increase it gradually.
  • Use simple custom pixel shapes and fewer bevel segments for lighter scenes.
  • Enable Fill Inside only when interior geometry is needed.
  • Linked mesh data reduces duplicated geometry storage; high pixel counts still increase object and rendering costs.
  • Editing a shared mesh changes all pixels linked to it. Make a pixel's mesh data single-user before editing its geometry independently.
  • Texture / UV sampling uses Blender shader data. Baking the geometry does not create an export-ready texture atlas.
  • Before rendering, check the source object's render visibility in the Outliner. Hiding it in the viewport after Bake does not automatically hide it from renders.

Troubleshooting

  • Panel missing: Enable Pixel Generator, place the cursor over the 3D Viewport, press N, and open the Pixel tab.
  • Generate unavailable: Switch to Object Mode and select a mesh with faces.
  • Bake or Restore missing: Select the associated generated model. For a baked result, select its group Empty or a baked pixel.
  • Unexpected colors: Check the active UV map, image paths, and selected Color mode. Try Original Material for a non-UV material.
  • Missing thin details: Increase Density gradually or simplify details smaller than the sampling cells.
  • Slow generation: Lower Density, disable Fill Inside, reduce bevel segments, and use a simpler Pixel Shape.

Support

Contact BlendyLabX through Superhive. Include your Blender version, Pixel Generator version, steps to reproduce the issue, and a screenshot or error message. If possible, attach a small .blend example with the relevant textures packed.

Code License

GPL-3.0-or-later. See the license included with the download.

$12.99$9.74

Have questions about this product?
Login to message

Details
Blender Extension Compatible Yes
Published 1 day ago
Blender Version 4.5 - 5.2
Extension Type Add-on
License GPL