Turns a 3D texture into a volume, one voxel per texel.
Brings a 3D texture made in a TEX network into the scene as a VOLUME, so you can render it with mat/Volume, mesh it with geo/VolumeTriangulate, smooth it, or keep building on it with any other volume node. It is the reverse of tex/Volume, which turns a volume into a 3D texture.
Point `texturePath` at the TEX node showing the texture: a 3D tex/Builder, a tex/Solver stepping a 3D state, or a tex/Volume. A 2D picture is refused: a picture has no one obvious shape in 3D, and sampling it onto geometry you already have is what a builder is for.
**The grid follows the texture.** A texture of 64 by 32 by 16 gives a volume of 64 by 32 by 16 voxels. `size` is the length of the LONGEST side in world units, and the voxels are cubes, so the other sides keep the texture's proportions. `center` is where the middle of the volume sits.
**Each channel you turn on becomes a field**, named by its attribute: red into DENSITY by default. Turn on `vector` to write red, green and blue into one Vector3 field instead, a velocity for instance. Half and full floats come in as they are. 8-bit channels come in from 0 to 1, with sRGB colour turned back into linear values. Integer formats are refused.
**A texture made on the GPU is read back to the CPU**, and that has a cost: a 128 by 128 by 128 RGBA16Float texture is 16 MB to copy. In a browser the copy lands a tick or more later, and the nodes below this one wait for it. A texture that changes every frame, like a tex/Solver's, is read again every frame, but only while something shows this node or a node below it. Changing only `center`, `size` or the fields reuses the copy already made.
The viewport draws at most 33.5 million voxels of one volume, so a texture larger than that is refused.
Scenes you can open in the editor that teach this node.
This page is generated from the engine, so it describes the release you can download. The same text
is in the editor's Help panel next to the node itself.