Generate Voxels Mode
The Generate Voxels mode allows you to convert a Mesh object into a Voxels object.
To enter the mode you need to have a Mesh object in your scene. Select the object and in the Properties in the Actions section click the Generate Voxels button.

When you enter the mode, your Mesh object will automatically be converted into a preview Voxels object. When you make changes to the settings in this mode the preview Voxels will be updated.
When you are happy with the current preview object, click the "Apply" button to exit the mode with your new Voxels object.
You can move, rotate, and the Mesh object in this mode by using the 3D gizmo. The voxels will automatically rebuild when you are done.

Settings
Algorithm
The Algorithm option determines how OtS converts the mesh into voxels. Which algorithm to use comes down to trying them out and seeing which one looks best. The algorithms mostly work similarly with minor differences.
- Triplane Raycast - Voxelises each triangle one-by-one by firing rays in each of the principle world axis directions until the triangle is hit.
- Triplane Rasteriser - Voxelises each triangle one-by-one by rasterising the triangle along a principle plane and resolving the depth to the remaining axis.
Modifiers
Modifiers allow you to add additional modifications to the preview Voxels object. Modifiers are optional and are applied one after another.
There are various types of modifiers and you can apply them in any order and can apply multiple of the same type.
Remap Colours
In a nutshell, the Remap Colours modifier lets to replace one colour with another.
In the example below, the colour red is replaced with the colour blue. In our Voxels object, all red voxels will now become blue.

The slider determines the source colour's "influence", i.e. how close must a voxel's colour be to the source colour for it to be converted to the target colour.
If the influence is 1 then only voxels that are exactly the same colour as the source colour are converted.
An influence of approximately 60 will result in similar colours being converted. In our example, certain oranges and pink colours will begin to be converted.
You can add multiple colour mappings in the same Remap Colours modifier.
The "Mode" selector chooses how the remapping is applied. The "Stacked" mode applies the mappings one after another.

In the above example, all red voxels will first be converted to blue voxels. Then all blue voxels will become green voxels.
Instead, using the "Closest" mode means that each voxel only gets mapped at most once instead of potentially multiple times.

Dithering
The Dithering modifier applies a 3D ordered dithering pattern to the voxels.
The "Magnitude" option determines the influence of the dithering.

The Noise modifier behaves in a similar way but applies a semi-random pattern.
Noise
The Noise modifier applies a Simplex noise pattern to the voxels.
The "Scale" option determines the size of the noise, a low value means the noise changes gradually like a cloud, a high value means the noise changes quickly like sand.
The "Magnitude" option determins the strength of the noise overlay.

Quantisation
The Quantisation modifier reduces the number of unique colours in the Voxels object. It achieves this by binning the colours.
The "Factor" option determines the strength of the binning. A larger number results in less unique colours.

Colour Palette
The Colour Palette modifier is a Pro modifier that replaces all voxel colours with the a colour specified by the modifier's colour palette.

You add colours to the colour palette by picking the colour and clicking the "Add" button. You can also export/import colour palette files using the Import/Export buttons.
Clustering
The Clustering modifier is a Pro modifier that reduces the number of unique colours by clustering nearby colours together.
The "Clusters" option controls how many clusters there are, this is also equal to the number of unique colours.
The "Iterations" option controls how many iterations the clusters are updated. The more iterations the more accurate the clusters should group similar colour together.
The "Seed" option controls the starting locations of each cluster.

Median Cut
The Median Cut modifier is a Pro modifier that reduces the number of unique colours by recursively cutting the colours along the longest dimension.
The "Count" option controls how many unique colours should be remain after the cutting is finished.

Script
The Script modifier is a Pro modifier that lets you upload a Lua script to programatically modify/add/remove voxels. For more details, visit the Lua Scripting.