{"id":5026,"date":"2017-07-15T02:51:51","date_gmt":"2017-07-15T00:51:51","guid":{"rendered":"http:\/\/www.andreas-maschke.com\/?p=5026"},"modified":"2017-07-15T02:51:51","modified_gmt":"2017-07-15T00:51:51","slug":"jwildfire-3-20-release-point-cloud-export","status":"publish","type":"post","link":"https:\/\/blog.overwhale.com\/?p=5026","title":{"rendered":"JWildfire 3.20 release: point-cloud export"},"content":{"rendered":"<p>Just\u00a0<a title=\"JWildfire downloads\" href=\"http:\/\/www.andreas-maschke.com\/?page_id=351\" target=\"_blank\" rel=\"noopener noreferrer\">released\u00a0JWildfire V3.20<\/a> &#8211; which is another community release, thanks to Brad, Rick and Luca for your contributions!<\/p>\n<p>This is a major release featuring a new kind of mesh-export: point-clouds.\u00a0Point-clouds basically are meshes with 1-point-polygons.<br \/>\nIn contrast to the solid meshes, the &#8220;points&#8221; of the generated point-clouds may have also an individual color and an alpha channel<br \/>\n(which may be used in rendering).<\/p>\n<p>3D-Packages like Houdini can render point-clouds in the way that each point is represented by a little sphere<br \/>\n(you usually can adjust the size of those spheres), generating a &#8220;solid&#8221; shape.<br \/>\nYou can apply materials to point-clouds like to any regular mesh. Especially in Houdini, the points keep their individual<br \/>\n(diffuse) color.<\/p>\n<p>You can also generate &#8220;solid&#8221; meshes from point-clouds, for example using the ball-pivoting-algorithm inside<br \/>\nMeshLab.<\/p>\n<p>Important Parameters for point-cloud-generation in JWildfire (use &#8220;Output type&#8221; POINTCLOUD to enable it):<\/p>\n<ul>\n<li>CELL-SIZE: the program uses an octree to quantize the space into little small cubes. All samples inside a cube<br \/>\nare later condensed into one point of the point-cloud. So, this setting basically affects the<br \/>\n&#8220;resolution&#8221; of the generated mesh. But beware, please make it only smaller in small steps,<br \/>\notherwise memory consumption may grow in an &#8220;explosive&#8221; way<\/li>\n<li>RENDER QUALITY: overall number of samples, increase it only if your mesh has noise\/holes in it<\/li>\n<li>OUTPUT FORMAT: you may either use *.ply or *.obj. But beware, this option has also an impact on the generation<br \/>\nof the point-cloud:<\/p>\n<ul>\n<li>PLY-Format: only vertices (&#8220;points&#8221;), with color and alpha channel (works good for Houdini)<\/li>\n<li>OBJ-Format: vertices and 1-point-polygons, NO color and NO alpha channel (works good for Lightwave Hypervoxels)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Complete list of changes (you can also see this list inside the program at the any time, see Help-&gt;List of changes ):<\/p>\n<ul>\n<li>New &#8220;POINTCLOUD&#8221;-generator inside the Mesh-Generator.<\/li>\n<li>New Variations &#8211; Thanks to dark-beam (Luca) and Brad Stefanov for conversions\n<ul>\n<li>Spirograph3D by Rick Sidwell.<\/li>\n<li>Hypershift, Helicoid, Helix by Zy0rg.<\/li>\n<li>Atan by FractalDesire.<\/li>\n<li>Chunk, Erf, Erf3D, Gamma, XErf by zephyrtronium.<\/li>\n<li>Circular, DSpherical, Shift by Tatyana Zabanova.<\/li>\n<li>Circular2 by Tatyana Zabanova variables added by Brad Stefanov.<\/li>\n<li>Pressure_wave by timothy-vincent.<\/li>\n<\/ul>\n<\/li>\n<li>Fixes\n<ul>\n<li>Fixed issue reading apo parameters in GlynnSim variations. By Rick Sidwell<\/li>\n<li>Fix bug reading repeated variations in a transform. By Rick Sidwell<\/li>\n<li>Added lgamma to Math.lib for gamma variation to work.<\/li>\n<li>Fixed some performance problem in solid rendering<\/li>\n<li>fixed a problem with calculation of normals in solid rendering<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Just click the &#8220;Random flames&#8221; button to start playing around and have fun \ud83d\ude42<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Just\u00a0released\u00a0JWildfire V3.20 &#8211; which is another community release, thanks to Brad, Rick and Luca for your contributions! This is a major release featuring a new kind of mesh-export: point-clouds.\u00a0Point-clouds basically are meshes with 1-point-polygons. In contrast to the solid meshes, the &#8220;points&#8221; of the generated point-clouds may have also an individual color and an alpha channel (which may be used in rendering). 3D-Packages like Houdini can render point-clouds in the way that each point is represented by a little sphere (you usually can adjust the size of those spheres), generating a &#8220;solid&#8221; shape. You can apply materials to point-clouds like to any regular mesh. Especially in Houdini, the points keep their individual (diffuse) color. You can also generate &#8220;solid&#8221; meshes from point-clouds, for example using the ball-pivoting-algorithm inside MeshLab. Important Parameters for point-cloud-generation in JWildfire (use &#8220;Output type&#8221; POINTCLOUD to enable it): CELL-SIZE: the program uses an octree to quantize the space into little small cubes. All samples inside a cube are later condensed into one point of the point-cloud. So, this setting basically affects the &#8220;resolution&#8221; of the generated mesh. But beware, please make it only smaller in small steps, otherwise memory consumption may grow in an &#8220;explosive&#8221; way [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[10],"tags":[],"class_list":["post-5026","post","type-post","status-publish","format-standard","hentry","category-jwildfire-releases"],"_links":{"self":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts\/5026","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=5026"}],"version-history":[{"count":1,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts\/5026\/revisions"}],"predecessor-version":[{"id":5027,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts\/5026\/revisions\/5027"}],"wp:attachment":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=5026"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=5026"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=5026"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}