Very cool! I'm curious to know how you implemented the slicing part. Also, I'm presuming the remaining mass is based solely on the remaining volume?
Thanks you! Slicing is based around Godot build-in CSGShape3D subtraction. There is a page about that in Godot docs. You right about mass calculation it's based on mesh volume. Also, I'm chosing final slice based on how close it's to target weight.