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GeometryPointCloud

Point Cloud#

(GeometryPointCloud)

  • Category: /Geometry/Particle
  • Default object name: point_cloud

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Description#

Creates a point cloud based on an existing geometry.

Attributes#

Name Type Description
Translate double[3] Set the XYZ position of the item relative to its parent item.
Rotate double[3] Set the XYZ rotation of the item relative to its parent item.
Scale double[3] Set the XYZ scaling of the item relative to its parent item.
Shear double[3] Set the XYZ shear of the item relative to its parent item.
Rotation Order long Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ
Parent reference (SceneItem) Set the parent item of the item.
Inherit Transform bool Does the current object inherits its parent transformation ?
Reference Frame long 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.
Constraints object[] (Constraint) Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item.
Scale Pivot double[3] Set the coordinates of the scale pivot.
Rotate Pivot double[3] Set the coordinates of the rotation pivot.
Translate Offset double[3] Set the XYZ position of the pivot point of the item.
Rotate Offset double[3] Set the XYZ rotation of the pivot point of the item.
Scale Offset double[3] Set the XYZ scaling of the pivot point of the item.
Rotation Offset Order long Set the rotation axis mode.
Display Visible bool Set whether the item is shown in the 3D View or not.
Display Pickable bool Set whether the item is pickable in the 3D View or in the Image View.
Display Color long Set the item color for constant or simple shading display in the 3D View.
Display Custom Color double[3] Set the item custom color used for display in the 3D View when the Display Color attribute is set to Custom.
Enable Motion Blur bool Set whether the renderer will do motion blur on the item or not.
Display Mode long Define how the object is displayed in the 3D View.
Highlight Mode long Define how the object is highlighted in the 3D View when selected.
Custom Id long
Shading Variables string
Unseen By Renderer bool Set whether the object is hidden from the renderer or not.
Unseen By Reflections bool Set whether the object is hidden from reflections or not.
Unseen By Refractions bool Set whether the object is hidden from refractions or not.
Unseen By Gi bool Set whether the object is hidden from global illumination or not.
Unseen By Sss bool Set whether the object is hidden from sub-surface scattering or not.
Receive Self Shadows bool Set whether the object receives self shadows or not.
Enable Emission Importance Sampling bool Specify whether emission importance sampling is enabled on the scene object. This attribute is ignored when emission importance sampling is disabled in the renderer.
Emission Sample Count long Override the number of emission samples allocated by the renderer when sampling the scene object.
Emission Texture Importance Sampling long 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.
Deformers object[] (Deformer) List of deformation that will be applied on the geometry.
Smoothing Approximation double 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.
Geometry reference (SceneObject) Set the geometry to generate the point cloud.
Geometry Mode long 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.
Distribution long Distribution method.
Jittering double Set the jittering percentage for the Primitive Center distribution.
Distribution Seed long Distribution random generator seed.
Use Density bool
Density double Cloud density. High values generates more points.
Point Count long Number of points to generate.
Sampling Texture reference (Texture) Set the texture used for importance sampling.
Sampling Resolution long[2] Sets the resolution of the sampling texture.
Subdivision Space long 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..
Decimate Value double Decimation threshold.
Decimate Texture reference (Texture) Set the texture used to decimate the point cloud.
Decimate Seed long Decimate random generator seed.
Motion Blur Mode long Specify which data to use for the motion blur. It can either compute velocities or sub positions (one per motion blur sample).