Files
Bioxel/docs/basics.md
Nan ae7868d410 5.0 (#60)
* feat: Add Bioxel asset catalog and layer management functionality

- Introduced a new asset catalog definition file for Blender to manage Bioxel assets.
- Implemented layer caching and snapshot functionality in `layer.py`, allowing for VDB file generation and low-resolution snapshots.
- Created node management functions in `node.py` for handling Bioxel nodes within Blender's Geometry Node Editor.
- Added an operator to extract mesh data from selected nodes in `structure.py`.
- Developed UI panels in `panels.py` for layer management, including import options and layer library display.

* Add unit tests for bioxel module and documentation

- Created README.md for test instructions and categories.
- Implemented comprehensive unit tests for the Data, Layer, and utility functions in the bioxel module.
- Added tests for reading NRRD and DICOM formats, data properties, and edge cases.
- Included tests for real data files to ensure functionality with actual datasets.

* feat: Update .gitattributes and .gitignore for improved asset management and ignore patterns

chore: Add app.json and omoolab.css for Obsidian integration

refactor: Clean up AGENTS.md and remove outdated test files

* feat: Update .gitignore to include scipy_ndimage directory

* feat: Update release workflow and manifest for improved dependency management and layer handling

* feat: Update .gitignore and add binary files for scipy_ndimage across multiple platforms

* feat: Add OPSX commands for archiving, exploring, and proposing changes

* feat: Refactor asset library management and update manifest for improved organization

* feat: Downgrade h5py version to 3.14.0 in requirements and manifest

* feat: Update Help operator and panel labels to use English terminology

* Translate documentation to Chinese, add support format details, and enhance styling with new fonts. Update mkdocs configuration for multilingual support and improve package dependencies.

* feat: Remove default version setting from extra configuration in mkdocs.yml

* fix: Update documentation links to point to the correct URLs for Chinese and English versions

* Add documentation for basic usage, supported formats, and performance tips

- Created English and Chinese documentation for basic usage of the add-on, including data download, import, extraction, and rendering steps.
- Added support format documentation listing compatible file types for the add-on.
- Included links to open databases for volumetric data.
- Provided performance improvement tips for voxel reconstruction and rendering, including settings for low-resolution previews and balanced rendering configurations.
2026-05-26 16:01:29 +08:00

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# 入门
## 1. 下载数据
下载并解压到文件夹中 [VHP_M_CT_Head.zip](https://drive.google.com/file/d/1bBGpt5pQ0evr-0-f4KDNRnKPoUYj2bJ-/view?usp=drive_link)
数据来自 [Visible Human Project (VHP)](https://www.nlm.nih.gov/research/visible/visible_human.html)这是一个男性头部的 CT 扫描图像
## 2. 导入为「数据层」
给立方体添加几何节点,并打开几何节点界面侧边栏。切换到 Bioxel Nodes 分页(1),点击 Import Data 按钮(2),在文件选择对话框中,选择数据文件夹中任意一个`.dcm`文件(3),点击 Import Data 按钮(4)
![](assets/import-data.png)
依次会弹出两个对话框,都点击 OK 按钮,等待数据导入(可查看 Blender 界面右下角状态栏的进度条)成功后可以看到 Bioxel Nodes 侧边栏多了数据预览画面。点击下方的 Add 按钮(1),鼠标移动到节点面板,放置 **O Layer** 节点(2)
![](assets/add-o-layer.png)
数据的导入就完成啦👍
数据缓存在主目录里,以「数据层(Layer)」形式添加在 Blender 文件中,「数据层」通过 **O Layer** 节点装载到几何节点。它们的关系如下:
数据缓存 -> 数据层 -> O Layer
## 3. 提取并渲染「结构体」
对「数据层」的操作通过 O Bioxel 系列几何节点完成。
我们需要额外两个节点,**O Cutout by Threshold** 和 **O Realize Structure** 节点(它们都在节点菜单,Add > O Bioxel > Structure 下),并按下图连接:
![](assets/connect-nodes.png)
如果成功,可以看到视图中出现了灰色的头部。接下来我们调整节点参数:
- **O Layer**:勾选 Center,取消 Resample
- **O Cutout by Threshold**:Threshold 设置为 90
- **O Realize Structure**:Density 设置为 40,勾选 Surface
调整物体转向、灯位置,设置渲染器为 Cycles,最终效果如下图:
![](assets/adjust-nodes.png)
这样我们就完成了头部 CT 数据的体积渲染👍
简单捋一下执行逻辑,「数据层」先被剪出(Cutout)为「结构体」。「结构体」顾名思义就是负责储存生物组织结构的对象,但它本身数据类型是体积,并不能直接被看到。需要 **O Realize Structure** 来呈现「结构体」
## 4. 另存数据缓存(可选)
由于数据缓存只是以链接形式保存在 Blender 文件中,所以只传递 Blender 文件给其他设备,会导致「数据层」遗失缓存。点击 Bioxel Nodes 分页中 Save 按钮,选择数据缓存的另存位置来管理缓存资源。
就像图片一样,传递时把数据缓存和 Blender 文件一起发送。