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By the way dimo, I was also thinking of doing the iso volume primitive after I'm done with the metaballs. Did you build the tri mesh raytracing from ground up to implement first intersecting the object and see if you are in or outside and then measuring the distance to it? Or did you use some of VRays internal way of handling tri meshes? You also built some caching system to 3D textures, did you just evaluate multiple points inside each cell to see if there is anything there other than black?
Another thing I was thinking of writing was distance to particle map, you could use it with VRays environment fog to render particles as smoke or something. Since I already built the BVH for searching particles in space just converting it to map is easy.
Its getting closer, I took controls from the mostly from the blobmesh. The Pick and Add buttons on the nodes rollout still aint working for some odd reason.
I also worked out the inputs. Now it should work with animated mesh, pflow, simple particles and maxscript. You can input Point3 values to array and it'll render those, also works with animated values.
Note! You must put it to your 3dsmax/plugins/vrayplugins/ folder.
Note #2! This version has no support and there is a chance that new versions are not compatible with this one.
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