Voxel Forge
1. Installation
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Open Blender - Edit - Preferences - Add-ons
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Click Install…
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Select the VoxelForge.zip file
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Enable the add-on
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A new tab named VoxelForge will appear in the 3D Viewport, Sidebar (N-panel)
2. Core Concepts
VoxelForge is built around three main systems:
A. Naming Presets
Defines how low/high mesh pairs should be named.
Examples:
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_low / _high
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_lp / _hp
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Custom pairs
B. Collection Mappings
Assigns a preset to one or more collections.
This allows:
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Auto-application of high-poly stacks
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Consistent naming validation
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Export rules per mapping
C. Export Mappings
Defines how one or more collections are exported:
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Format (OBJ / FBX / STL)
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Whether to apply modifiers
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Whether to clear transforms
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Per-mapping scale
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Include/exclude materials
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Background export
3. Tabs Overview
3.1 Presets Tab
Preset Manager
Create, rename, duplicate, or remove presets.
Stack Settings (Per Preset)
Controls how high-poly stacks are generated:
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Triangulate. min verts
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SubD level
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Voxel Size
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Remesh Smooth Shade
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Corrective Smooth options
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Decimate Ratio
Voxel size is stored internally in meters and displayed in scene units to avoid conversion errors.
3.2 Mappings Tab
Mappings allow you to associate a preset with one or more collections.
Mapping Controls
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Add/remove mappings
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Rename mapping
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Assign preset to mapping
Collections in Mapping
Add any number of collections to the given mapping.
Global Apply Options
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Wipe modifiers before applying stack
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Keep modifiers enabled
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Apply crease
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Auto-apply scale
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Expand modifiers in UI
Global Crease by Angle
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Sharp angle threshold
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Crease amount
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Include boundaries
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Remove existing creases
High-poly Stack Buttons
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Forge Highpoly Stack: applies the preset stack to all mapped collections
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Add Decimate: adds decimate modifiers using the preset ratio
3.3 Name Checker Tab
Used to compare low and high collections and ensure naming validity.
Features
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Select low and high collections
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Choose naming preset or custom suffixes
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Press Refresh to view matches
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Displays:
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Matched pairs
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Missing pairs
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Mismatched names
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One-Click Fix:
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Rename based on suffix rules
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Remove .001 and other Blender auto-suffixes
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Attempt match using overlap/proximity (optional)
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Auto-Fix Options
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Use overlap detection
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Minimum overlap ratio
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Maximum distance factor
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Number of candidates to consider
3.4 Export Tab
Export one or more collections using an export mapping.
Export Fields
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Export Directory
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File Suffix
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Keep Temp Files
Export Collections
Each item has:
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Base name
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Format options per mapping
Format Sections
FBX
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Scale
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Export as individual items
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Clear transforms
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Apply modifiers
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Only apply enabled
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Ignore materials
OBJ / STL
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Format-specific toggle options
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Per-mapping behavior
Background Export
Press Export:
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UI stays responsive
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Progress bar updates
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You can cancel mid-export
3.5 Edit FBX Tab
Allows modifying an existing FBX without importing it.
Modes
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Add/Replace
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Remove
Write Mode
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Overwrite target
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Create new file
Operations
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Choose objects to replace by name
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Add new objects
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Remove objects
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Name-based search
Progress bar shows internal status.
4. Unit Handling
VoxelForge stores voxel size in meters internally.
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The displayed value matches scene units (mm/cm/m/etc.)
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When applied to Remesh modifiers, size is converted to Blender units correctly using:
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Scene unit scale
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Display units
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This ensures:
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No decimal-place mismatch
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Correct scaling after unit changes
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Stable presets across projects
5. Tips & Best Practices
For Naming
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Keep suffix rules consistent
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Use naming presets across multi-asset scenes
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Use one-click fixes before exporting
For High-Poly Stacks
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Keep heavy modifiers disabled in viewport
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Use Apply Modifiers on Export instead of enabling them manually
For Exports
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Use multiple export mappings if you deliver to various pipelines
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Keep your blend file lightweight—VoxelForge handles the temporary baking
For Edit FBX
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Great for patching small changes without re-exporting everything
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Useful in late-production changes where only 1–2 meshes change
6. Limitations
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FBX editing supports add/remove/replace only
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Only mesh objects are currently supported for replacement
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Multi-material FBX modifications depend on the target FBX structure
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Unit conversions depend on Blender's scene settings. Changing units mid-session recalculates display values
7. Roadmap (Planned Features)
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More export formats
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More advanced “Edit Format” tools (GLTF, OBJ, USD)
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Preset sharing/import system
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Per-object override settings inside mappings
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Batch validation tools for very large scenes
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