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I know there's a option to make cubic meshes more spherical using Mesh > Transform > To Sphere but is there an option to do the opposite? Like Mesh > Transform > To Cube?

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  • $\begingroup$ I don't see any quick way to do it $\endgroup$
    – moonboots
    Jan 6 at 14:51
  • $\begingroup$ Hello and welcome. you need to explain more what you are after. I'm not sure what you mean by "making cubic meshes more Spherical", if you mean SUbdivision surface, then it's not like is making cubes into spheres, is more like adding subdivision to smooth the mesh $\endgroup$
    – Emir
    Jan 6 at 15:05
  • $\begingroup$ You mean something other than a Cast modifier in Shape—Cuboid mode? Can you show a visual example of what you need? $\endgroup$
    – Kuboå
    Jan 6 at 15:06
  • $\begingroup$ @Kuboå he means the opposite of Mesh > Transform > To Sphere. He is asking if there is a method to do Mesh > Transform > To Cube. $\endgroup$ Jan 6 at 15:09
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    $\begingroup$ @HarryMcKenzie I see, I thought they were exactly the same, but now that I checked, the mesh transform seems to work a little bit better than the modifier. Still though, a To Cube transform would probably look like Cast modifier in Cuboid mode in the end, I think? We could come up with a solution if we knew what we're trying to achieve. $\endgroup$
    – Kuboå
    Jan 6 at 15:15

1 Answer 1

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Blender 3.4; add a sphere; add a Subdivision modifier to smooth and add geometry to sphere; add Cast modifier to sphere; set cast modifier shape to cuboid; change the factor value to morph from sphere to cube; add a smooth modifier to smooth out the sphere geometry some more. sphere-to-cube

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  • $\begingroup$ This is what I was looking for thank you! Now can I apply this method to any mesh? For example, could I make say, the corner of the rim of a thick cylinder, into a more cubic or cornered shape? $\endgroup$ Jan 6 at 17:09
  • $\begingroup$ There is more than one way to make any mesh corner sharper or more "cubic"/cornered. I suggest you look into how to set the bevel weight on edges and/or the bevel modifier as well has how edge position controls the interpolation between edges with the subdivision modifier. $\endgroup$
    – Leo Aguiar
    Jan 6 at 19:12

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