Getting the blocky SDF look as polygons

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While setting up a scene, I ended up rendering a SDF vdb as is in Karma, and I love the blocky look I get. I could really use this as a basis going forward, but I'm having trouble converting it to polygons without getting a smooth result. My impression is that I would need to convert it to a mesh that surrounds all activated voxels without any smoothing. Any idea how I could get that?
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Maybe you could use points from volume, copy cubes onto the points, and put them in a boolean afterward to delete all inner faces.

Cheers
CYTE
Edited by CYTE - 2025年2月22日 10:21:13
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Thank you CYTE, I'll try that.
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The VDB visualize tree node creates boxes on 'active voxels':
https://www.sidefx.com/docs/houdini/nodes/sop/vdbvisualizetree.html [www.sidefx.com]
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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