Can the exported .uni files be imported into blender in order to render the fluid?
If yes, how can it be done? (Maybe via texture --> voxel data --> and choosing the right file format?)
The reason why I'm asking is because I want to establish a workflow for me including the rendering of the fluid in a similar way as it has been done for the "Narrow Band FLIP for Liquid Simulations" technique. How were the beautiful renderings in the video [1] created (combination of the volume and the particles)?
I've been able to import the fluid surface as mesh into blender (using all those .bobj.gz files) and render those, but for smoke, like e.g. in "Wavelet Turbulence for Fluid Simulation" [2], a different rendering technique must have been used. It would help me a lot if I knew how the renderings have been created.