OptionalcollisionWhen set, a collision mesh (.collision.glb) is generated alongside the voxel output. true is equivalent to smooth.
OptionalfloorFill each voxel column upward from the bottom until hitting solid. Runs before carve. Default: false
OptionalfloorWhen floorFill is enabled, dilation radius in world units used to identify "interior" XZ columns to patch. Empty XZ areas larger than 2 * floorFillDilation from any solid column are treated as exterior and left empty. Default: 0 (patch every empty column).
Number of iterations for SOG SH compression (higher = better quality). Default: 10
Approximate number of Gaussians per LOD chunk (in thousands). Default: 512
Approximate size of an LOD chunk in world units (meters). Default: 16
LOD levels to read from LCC input
OptionalnavCapsule dimensions for carve. Height of 0 disables carve. Requires navSeed.
OptionalnavExterior fill radius in world units. Enables exterior fill when set. Requires navSeed.
OptionalnavSeed position in world space for exterior fill and carve flood fill.
OptionalopacityOpacity threshold for solid voxels - voxels below this are considered empty. Default: 0.1
Whether to generate unbundled HTML output with separate files
OptionalviewerViewer settings JSON for HTML output
OptionalvoxelSize of each voxel in world units for voxel output. Default: 0.05
Options for read/write operations.