# Is it possible to convert a procedural texture into actual geometry?

As we now have volumetrics in cycles, it's possible to render procedural textures in 3D.

For example, you can render a cube:

Like this:

However, is it possible to generate an actual mesh based on the intensity of a procedural texture?

I tried to do something like this:

1. Simulate particle system being affected by procedural texture
2. Convert particle system to vertices
3. Mesh using the convex hull modifier

But I failed because:

• I couldn't get the particles to group convincingly based on the intensity of a texture
• The result was concave, so the convex hull operator was not useful.

How can I generate a mesh in this way?

## 1 Answer

Particle is a nice idea to do this, and it is possible to control the volumetric density by procedual texture:

Demo file

Edit:

As MarcClinton mentioned in comment, a nice addon called MSMesher can be a relatively nice solution:

The result looks similar to metaballs, which means, to generate a sharper shape, further remeshing would be considered.

• Now I just need some way to mesh them.. metaballs? Jan 22, 2014 at 7:28
• Metaball is fine, just sort of overkill. Jan 22, 2014 at 7:47
• The MSMesher Addon might do this for you. Here is a thread on BA.org blenderartists.org/forum/showthread.php?284678-MSMesher The authors username is MohamedSakr and there is a video link for Vimeo titled MSMesher Introduction Feb 4, 2014 at 23:29
• @MarcClintDion Ah, I think this is what the OP want. MSMesher seems nice here, although it seems hard to make a sharp-enough result. But we can try using Remesh after that. I think it's less overkill than metaball. Feb 5, 2014 at 4:36
• Well, since you bring it up. I do remember seeing all quads and they appeared evenly spaced and are well oriented along all three axis. It looks ideal for Loop Cuts(Ctrl-R). The one big thing I noticed is that all traffic on this thread stopped several months ago. Maybe someone else will have to take up the maintenance. Feb 5, 2014 at 6:01