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# Import Volume Data | ||
# Features & Options | ||
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# Convert to Mesh | ||
## Import Volume Data as Biovels | ||
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# Export Volume Data | ||
File > Import > Volume Data as Biovels | ||
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### Resample | ||
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![alt text](assets/resample.png) | ||
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Sometimes the original data is too big, or the spacing in the original data is not reasonable, you can modify the `Bioxel Size` and `Original Spacing` to adjust the Shape of the Bixoels. | ||
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A bioxel is like a pixel, the larger the `Bioxel Size`, the lower the resolution of the image, Original Spacing will be read from the original data record, but sometimes the image doesn't have original spacing, you may need to input it manually to get the correct shape. | ||
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### Read as | ||
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#### as Scalar | ||
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![alt text](assets/as-scalar.png) | ||
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In some cases the environment value is higher than the value of the target object, you can check `Invert Scalar` to adjust the value for better result. | ||
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#### as Labels | ||
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![alt text](assets/as-labels.png) | ||
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Many AI segmentation task datasets, provide segmentation data, which are often an integer value representing a layer of segmentation labels. You can set the Label Index to determine exactly which labels to load. | ||
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#### as Vector (Not implemented) | ||
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#### as Color (Not implemented) | ||
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### Others | ||
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![alt text](assets/import-others.png) | ||
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## Convert Bioxels to Mesh | ||
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In 3D view, select bioxels and right-click, Bioxels > Bioxels To Mesh | ||
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![alt text](assets/to-mesh.png) | ||
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## Export Biovels as VDB | ||
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File > Export > Biovels as VDB |
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# Geometry Nodes | ||
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The node, that named "Segment", is a preset node that combines the steps of 3D reconstruction process and shading process. In general, you need to add one of the segmentation node to reconstruction first, and followed by one of the shader node to set the shader. As you can see in the following figure: | ||
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![general graph](assets/general-graph.png) | ||
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Currently there are 3 types of nodes | ||
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- Segmentation nodes, responsible for splitting the volume into a reconstructed model (we call them "Segment"). | ||
- Shader nodes, responsible for giving shader to the Segment. | ||
- Slicer nodes, responsible for partially cutting the Segment. | ||
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For example: | ||
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![general graph example](assets/general-graph-example.png) | ||
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You can add a "Bake" node between segmentation node and shader node, if the reconstruction process consumes too much computing time. But be sure, you are selecting the volume object, not the container object. | ||
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![bake node](assets/bake-node.png) |
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