Description

When Algorithm is set to Voxel, the isotropic region of the block outside of any T-Rex layers will be filled with Cartesian style hexahedra, with transition layers of tetrahedra and pyramids between layers of homogeneous hexes. This interior volume will be mated to all bounding faces and T-Rex final fronts with an additional layer of pyramids and tetrahedra.

 

Tip: Remember to turn Push Attributes on when using the Voxel algorithm. This allows for the voxel cells to imprint on the interior of eligible Match domains. Otherwise, tetrahedra and pyramids will be used to connect the voxel cells to the external bounding domains.

Attributes for the Voxel Algorithm are available in the Voxel frame.
Attributes for the voxel algorithm are available in the Voxel frame.

Refer to the Attributes section for voxel blocks for details on the Min. Edge, Max. Edge and Transition Layers options.

 

Note: The Automatic values for the Min. Edge and Max. Edge options for the block(s) being initialized are computed considering the bounding domains, the final T-Rex fronts (if any), and the size field influencers (if any).

Use the Alignment options to indicate whether the Cartesian style hexes should be aligned with the coordinate Axes (default) or if the voxel topology should be aligned with a computed Body primary orientation.