GeometryPointCloud#
(Point Cloud)
- Category:
/Geometry/Particle
- Default object name:
point_cloud
- Inherits from: ProjectItem > SceneItem > SceneObject > Geometry > GeometryParticle
Description#
Creates a point cloud based on an existing geometry.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
reference (SceneObject ) |
geometry |
VISUAL_HINT_DEFAULT |
Set the geometry to generate the point cloud. |
long |
geometry_mode |
VISUAL_HINT_DEFAULT |
Set the geometry mode. Local is relative to the object, Global is relative to the world. Base uses the geometry before any deformer is applied. Deformed uses the geometry after deformer are applied. |
long |
distribution |
VISUAL_HINT_DEFAULT |
Distribution method. |
double |
jittering |
VISUAL_HINT_PERCENTAGE |
Set the jittering percentage for the Primitive Center distribution. |
long |
distribution_seed |
VISUAL_HINT_DEFAULT |
Distribution random generator seed. |
bool |
use_density |
VISUAL_HINT_DEFAULT |
|
double |
density |
VISUAL_HINT_DEFAULT |
Cloud density. High values generates more points. |
long |
point_count |
VISUAL_HINT_DEFAULT |
Number of points to generate. |
reference (Texture ) |
sampling_texture |
VISUAL_HINT_DEFAULT |
Set the texture used for importance sampling. |
long[2] |
sampling_resolution |
VISUAL_HINT_DEFAULT |
Sets the resolution of the sampling texture. |
long |
subdivision_space |
VISUAL_HINT_DEFAULT |
Set subdivision space. Local means that resolution refers to a texture on one geometry, global means that it refers to the texture on all geometries. Local is more accurate but the computation can take much longer.. |
double |
decimate_value |
VISUAL_HINT_PERCENTAGE |
Decimation threshold. |
reference (Texture ) |
decimate_texture |
VISUAL_HINT_DEFAULT |
Set the texture used to decimate the point cloud. |
long |
decimate_seed |
VISUAL_HINT_DEFAULT |
Decimate random generator seed. |
long |
motion_blur_mode |
VISUAL_HINT_DEFAULT |
Specify which data to use for the motion blur. It can either compute velocities or sub positions (one per motion blur sample). |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
double[3] |
translate |
VISUAL_HINT_DISTANCE |
Set the XYZ position of the item relative to its parent item. |
double[3] |
rotate |
VISUAL_HINT_ANGLE |
Set the XYZ rotation of the item relative to its parent item. |
double[3] |
scale |
VISUAL_HINT_SCALE |
Set the XYZ scaling of the item relative to its parent item. |
double[3] |
shear |
VISUAL_HINT_SCALE |
Set the XYZ shear of the item relative to its parent item. |
long |
rotation_order |
VISUAL_HINT_DEFAULT |
Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ |
reference (SceneItem ) |
parent |
VISUAL_HINT_DEFAULT |
Set the parent item of the item. |
bool |
inherit_transform |
VISUAL_HINT_DEFAULT |
Does the current object inherits its parent transformation ? |
long |
reference_frame |
VISUAL_HINT_FRAME |
Set the reference frame that defines the base transform and deformation state of the item. This reference is used when computing texture projections or when generating point cloud (in Global Base) on the base geometry. |
object[] (Constraint ) |
constraints |
VISUAL_HINT_DEFAULT |
Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item. |
double[3] |
scale_pivot |
VISUAL_HINT_DISTANCE |
Set the coordinates of the scale pivot. |
double[3] |
rotate_pivot |
VISUAL_HINT_DISTANCE |
Set the coordinates of the rotation pivot. |
double[3] |
translate_offset |
VISUAL_HINT_DISTANCE |
Set the XYZ position of the pivot point of the item. |
double[3] |
rotate_offset |
VISUAL_HINT_ANGLE |
Set the XYZ rotation of the pivot point of the item. |
double[3] |
scale_offset |
VISUAL_HINT_SCALE |
Set the XYZ scaling of the pivot point of the item. |
long |
rotation_offset_order |
VISUAL_HINT_DEFAULT |
Set the rotation axis mode. |
bool |
display_visible |
VISUAL_HINT_DEFAULT |
Set whether the item is shown in the 3D View or not. |
bool |
display_pickable |
VISUAL_HINT_DEFAULT |
Set whether the item is pickable in the 3D View or in the Image View. |
long |
display_color |
VISUAL_HINT_DEFAULT |
Set the item color for constant or simple shading display in the 3D View. |
double[3] |
display_custom_color |
VISUAL_HINT_COLOR |
Set the item custom color used for display in the 3D View when the Display Color attribute is set to Custom. |
bool |
enable_motion_blur |
VISUAL_HINT_DEFAULT |
Set whether the renderer will do motion blur on the item or not. |
long |
display_mode |
VISUAL_HINT_DEFAULT |
Define how the object is displayed in the 3D View. |
long |
highlight_mode |
VISUAL_HINT_DEFAULT |
Define how the object is highlighted in the 3D View when selected. |
long |
custom_id |
VISUAL_HINT_DEFAULT |
|
string |
shading_variables |
VISUAL_HINT_SCRIPT |
|
bool |
unseen_by_renderer |
VISUAL_HINT_DEFAULT |
Set whether the object is hidden from the renderer or not. |
bool |
unseen_by_reflections |
VISUAL_HINT_DEFAULT |
Set whether the object is hidden from reflections or not. |
bool |
unseen_by_refractions |
VISUAL_HINT_DEFAULT |
Set whether the object is hidden from refractions or not. |
bool |
unseen_by_gi |
VISUAL_HINT_DEFAULT |
Set whether the object is hidden from global illumination or not. |
bool |
unseen_by_sss |
VISUAL_HINT_DEFAULT |
Set whether the object is hidden from sub-surface scattering or not. |
bool |
receive_self_shadows |
VISUAL_HINT_DEFAULT |
Set whether the object receives self shadows or not. |
bool |
enable_emission_importance_sampling |
VISUAL_HINT_DEFAULT |
Specify whether emission importance sampling is enabled on the scene object. This attribute is ignored when emission importance sampling is disabled in the renderer. |
long |
emission_sample_count |
VISUAL_HINT_SAMPLE_PER_PIXEL |
Override the number of emission samples allocated by the renderer when sampling the scene object. |
long |
emission_texture_importance_sampling |
VISUAL_HINT_DEFAULT |
When None, no texture importance sampling is performed. When Color, Emission Color input textures of all materials assigned to the scene object are importance sampled. This mode should be used when only the Emission Color of the material is textured which is typically the case when using an HDR texture encoding both color and intensity. When Weight, Emission Weight input textures of all the materials assigned to the scene object are importance sampled. This mode can be useful when you explicitly want to vary the color texture according to a spatial projection based on the position of the instance such as world projections, texture switch or instance color for example. Please note that setting this mode while texturing Emission Color can lead to a degradation of the quality of the importance sampling if the intensity/weight component is encoded to the color textures. When Both, both Emission Color and Emission Weight input textures of all the materials assigned to the scene object are importance sampled. This mode should be used when using specific textures for Emission Color and Emission Weight. |
object[] (Deformer ) |
deformers |
VISUAL_HINT_DEFAULT |
List of deformation that will be applied on the geometry. |
double |
smoothing_approximation |
VISUAL_HINT_PERCENTAGE |
Controls how much the smoothing must be approximated during the shading. This influences the origin of secondary rays casted from the surface. A value of 0% corresponds to the position that has been found during the raytracing and a value of 100% corresponds to the theoretical position on the smoothed surface. |
CID#
class "GeometryPointCloud" "GeometryParticle" {
#version 0.91
icon "../icons/object_icons/geometry_point_cloud.iconrc"
doc "Creates a point cloud based on an existing geometry."
attribute_group "geometry" {
reference "geometry" {
doc "Set the geometry to generate the point cloud."
filter "SceneObject"
input "shading_variable" "geometry" "motion_blur"
dirtiness_pass_through yes
value ""
}
long "geometry_mode" {
doc "Set the geometry mode. Local is relative to the object, Global is relative to the world. Base uses the geometry before any deformer is applied. Deformed uses the geometry after deformer are applied."
preset "Local Base" "0"
preset "Local Deformed" "1"
preset "Global Base" "2"
preset "Global Deformed" "3"
value 0
}
long "distribution" {
doc "Distribution method."
preset "Random" "2"
preset "Blue Noise" "3"
preset "Primitive Center" "4"
value 2
}
percentage "jittering" {
doc "Set the jittering percentage for the Primitive Center distribution."
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
read_only yes
value 0.0
}
long "distribution_seed" {
doc "Distribution random generator seed."
animatable yes
numeric_range yes 0.0 10000000
ui_range yes 0.0 10000000
value 0
}
bool "use_density" {
value no
}
double "density" {
doc "Cloud density. High values generates more points."
animatable yes
numeric_range yes 0.0 100000000
read_only yes
value 0.0
}
long "point_count" {
doc "Number of points to generate."
animatable yes
numeric_range yes 0.0 100000000
ui_range yes 0.0 1000000
value 0
}
reference "sampling_texture" {
doc "Set the texture used for importance sampling."
filter "Texture"
value ""
}
long[2] "sampling_resolution" {
doc "Sets the resolution of the sampling texture."
animatable yes
numeric_range yes 1 1000000
ui_range yes 1 128
read_only yes
value 512 512
}
long "subdivision_space" {
doc "Set subdivision space. Local means that resolution refers to a texture on one geometry, global means that it refers to the texture on all geometries. Local is more accurate but the computation can take much longer.."
read_only yes
preset "Local" "0"
preset "Global" "1"
value 1
}
}
attribute_group "geometry>decimation" {
collapsed yes
percentage "decimate_value" {
doc "Decimation threshold."
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 0.0
}
reference "decimate_texture" {
doc "Set the texture used to decimate the point cloud."
filter "Texture"
value ""
}
long "decimate_seed" {
doc "Decimate random generator seed."
animatable yes
numeric_range yes 0.0 10000000
ui_range yes 0.0 10000000
value 0
}
}
attribute_group "motion_blur" {
collapsed yes
long "motion_blur_mode" {
doc "Specify which data to use for the motion blur. It can either compute velocities or sub positions (one per motion blur sample)."
preset "Velocities" "0"
preset "Sub Positions" "1"
value 0
}
double "time_offset" {
private yes
saveable no
read_only yes
value 0.0
}
}
}