On 10/11/2018 13:20, And wrote:
> I will release it when it is okay. At least one year.>
Your time frame is a bit of a disappointment. :-(
It is interesting that you are incorporating df3s into it. :-)
<Aside>
Have you seen, Oosawa 4D Volume Viewer?
http://qcganime.web.fc2.com/OOSAWA/oosawaE.html
One interesting feature is the program can mesh-ify df3s and export them
as mesh2 or obj.
Unfortunately (for me) the help file is in Japanese.
--
Regards
Stephen
On 11/11/2018 11:09, Stephen wrote:
> One interesting feature is the program can mesh-ify df3s and export them > as mesh2 or obj.
Forgot to mention that he calls it an isosurface. and the export for
mesh2 is faulty as it includes a trailing comma at the end of each section.
--
Regards
Stephen
Stephen <mca### [at] aolcom> wrote:
> On 10/11/2018 13:20, And wrote:> > I will release it when it is okay. At least one year.> >>> Your time frame is a bit of a disappointment. :-(
It is rendered by my notebook, using 3 thread.
That's true. But After these tests It will improve(I guess about 2x).
> It is interesting that you are incorporating df3s into it. :-)
Uh huh
>> <Aside>> Have you seen, Oosawa 4D Volume Viewer?> http://qcganime.web.fc2.com/OOSAWA/oosawaE.html
No. I never heard it.
>> One interesting feature is the program can mesh-ify df3s and export them> as mesh2 or obj.> Unfortunately (for me) the help file is in Japanese.>>
Not bad
>> -->> Regards> Stephen
Rendering cloud needs more time than smoke because the internal scattering in
cloud is very much. It seldom absorb light. So the high level scattering is
frequent.
The attached diagram is about the spectral radiance(light strength) vs level.
first level collect most light because of the sky part of the image. The
scattering of sky is much weak than cloud. Another point is that after level 4 I
using reduce coefficient to calculate the cloud as an approximate. If calculate
complete condition(no approx.) the high level are even more important.