* 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ignore patterns chore: Add app.json and omoolab.css for Obsidian integration refactor: Clean up AGENTS.md and remove outdated test files * feat: Update .gitignore to include scipy_ndimage directory * feat: Update release workflow and manifest for improved dependency management and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.
25 lines
1.5 KiB
Markdown
25 lines
1.5 KiB
Markdown
# 提升性能
|
||
|
||
体素重建和体素渲染是非常消耗计算资源的,以下是一些提升插件性能的建议。
|
||
|
||
## 使用低分辨率数据作为预览
|
||
|
||
体素的分辨率几何倍地影响计算效率,O Layer 的 Resample 开启可以大大提高计算速度。当你需要正式渲染的时候再关闭即可。在 Bioxel Nodes 分页的 Layer Nodes 面板罗列了当前几何节点中添加的所有 O Layer,你可以统一管理是否开启 Resample,以及程度。
|
||
|
||
## 平衡的渲染设置
|
||
|
||
我列出了一些对体渲染影响最大的设置,以便您找到最适合自己的平衡点。
|
||
|
||
- **Light Paths > Max Bounces > Volume** 影响体数据的反弹次数,值越高,体数据看起来越透明。
|
||
|
||
- **Light Paths > Max Bounces > Transparent** 影响透明表面透射的次数,值越高,透明表面看起来越透明。
|
||
|
||
- **Volumes > Step Rate Render | Viewport** 影响体渲染的步长,值越小,体数据看起来越精细。
|
||
|
||
Bioxel Nodes 提供了一些渲染设置预设以便快速配置。点击顶部菜单 **Bioxel Nodes > Render Setting Presets**,包括 Performance(左侧)、Balance(中间)和 Quality(右侧)。以下是它们的比较。
|
||
|
||

|
||
|
||
## 使用 EEVEE 渲染
|
||
|
||
EEVEE 渲染体数据不如 Cycles,但它确实有渲染体数据的优势,如果您想获得清晰的切片视图,它甚至是更好的选择。EEVEE 的实时渲染使得在 Blender 中创建交互式内容成为可能。 |