OptionalcollisionWhen set, a collision mesh (.collision.glb) is generated alongside the voxel output. true is equivalent to smooth.
OptionalcreateOptional function to create a GPU device for voxelization
Gaussian splat data to voxelize
Output filename ending in .voxel.json
OptionalfloorFill each voxel column upward from the bottom until hitting solid. Runs before carve so the carve's BFS is confined to the actual navigable bubble. 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).
OptionalnavCapsule dimensions for carve. Height of 0 disables carve. When height > 0, only voxels contactable from the seed are kept. Requires navSeed.
OptionalnavExterior fill radius in world units. Enables exterior fill when set. Requires navSeed; ignored without it.
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
OptionalvoxelSize of each voxel in world units. Default: 0.05
Options for writing a voxel octree file.