The answers to the questions we hear most often — installation, conversion quirks, Blender requirements, and where to go when you need a hand.
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Yes. If you previously bought BlockBlender, you can find the new add-on file in the library of the marketplace where you originally purchased BlockBlender.
VoxelVision generates schematic and blueprint files — to actually place them into a world, you'll need a legally purchased copy of Minecraft (Java or Bedrock, depending on the export format).
Yes — VoxelVision is a Blender add-on. Blender is free and open-source, and runs on Windows, macOS, and Linux.
Download the add-on zip from your marketplace library, then in Blender open Edit → Preferences → Add-ons → Install…, select the zip, and enable it. Full walkthrough on the Documentation page.
Open Blender, select a model, and find the VoxelVision panel in the sidebar (press N if the sidebar is hidden). Set your block resolution and palette, then hit Convert. Detailed tutorials live on the Docs page.
VoxelVision uses a handful of Python libraries (numpy, NBT helpers, image utilities) that aren't bundled with Blender by default. The add-on auto-installs them on first launch — just allow it through any OS permission prompts.
The conversion engine matches your model's colors to the closest Minecraft block by sampling each block's texture. The dataset is the precomputed lookup table — creating it once locally lets the conversion run fast and lets you swap palettes (vanilla, modded, custom) without re-shipping data.
VoxelVision IV supports Blender 4.0 and newer. Older builds may load the add-on but aren't officially supported.
The original mesh is hidden by default after conversion so you can see the block output cleanly. Toggle it back on in the Outliner — your source model isn't deleted.
Usually one of three things:
Open the Block Palette panel and toggle off any categories or individual blocks you don't want in the output. Save the configuration as a preset to reuse across projects.
Most often this is a mismatch between the export format and the import tool. Make sure you're using a .schem with WorldEdit / Litematica (not the legacy .schematic), and a .bp with Axiom. If the file is fine but Minecraft rejects it, check that the build doesn't exceed the importer's max region size.
Use the Origin Offset controls in the VoxelVision panel. They shift the voxel grid relative to the model without touching the source mesh.
Stair and slab orientation is inferred from surface normals. If a face is reading the wrong direction, recalculate normals (Shift + N) and re-run the conversion. For specific blocks you can also override orientation in the palette settings.
VoxelVision samples vertex colors, base colors, and image textures in that order. For multi-texture models, bake to a single image (Bake → Diffuse) before converting — there's a quick guide for this on the Documentation page.
Our Discord is the fastest place to get a real answer — both from the team and a 1,000+ community of builders. You can also browse the Documentation for written and video walkthroughs.