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         Hi @CMeg9, good idea! I'll think about how to do that practically. Current voxelization chooses the axis-aligned direction where the cuboid bounding box of the mesh has the smallest cross-section area (for non-rotating meshes), or the axis-aligned direction that most closely aligns with the axis of mesh rotation (for rotating meshes). Kind regards,  | 
  
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I don´t know if already implemented or not, but i think that if you can voxelize on x, y, and z instead of only one direction it can help with some meshes. Also i don´t know if this is possible to do.
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