NExT Lab
Maker SpacesFabLabNExT LabRobotics LabPrint Room and Loans
  • NExT Lab
  • Contact Details
  • NExT Lab Access
  • Sustainability
    • 3D Printing
  • Case Studies & Projects
    • |3DS|VR| Voices of Country
    • |3DS| Our Quiet Neighbour
    • |3DS| OFF FORM | OFF MODERN
    • |3DP|AR| Prosthetic Habitats
    • |AR| Studio 40: The Field
    • |VR|3DP| Gravity Sketch: Door Handles
    • |3DS| 3D Scanning Examples
    • |AR|3DP| GRANULAR
  • 3D Printing |3DP|
    • 3D Printing at the NExT Lab
      • Other 3D Printing Options
    • Get Started
    • Design Approaches
    • Modelling Guidelines
    • 3D Print Farm
      • Quick-Start Guide
        • File Naming Conventions
      • Detailed Overview
        • 3D Printing Mesh Preparation
        • Submitting a Print Request
        • Post-Submission: Updating, Paying & Collecting
        • Slicing & Settings
    • Open Access Printers
      • PRUSA Open-Access
        • Workflows
          • Materials Experimentation
          • Experimental Techniques
        • Prusa i3 MK3S Fundamentals
        • Hardware Glossary
          • Extruder
          • Hotend & Nozzle
          • Print Surface, Bed & Y Axis
          • PINDA Inductive Probe
          • X-Axis Gantry
          • Z-Axis Stage
        • Software/Slicer Glossary
          • Plater/Virtual Print Bed
          • Print Settings
          • Filament Settings
          • Printer Settings
        • Troubleshooting
          • Filament Jam/Clog
          • Worn Nozzle
          • Broken/Loose Heatbreak
          • First Layer Issues/Prints Not Sticking to Bed
          • Stringing & Oozing Hotend
    • Use Own Filament
    • Key Techniques
      • Hollowing Models
      • Combating Warping
      • Split Models & Joints
      • Joints and Connections
      • Fillets & Chamfers
      • Accuracy, Precision & Tolerancing
      • Post-Processing & Finishing
        • No Sanding Method
        • Sanding Method
        • Epoxy Method
        • Fillers Method
      • Printing for Transparency
      • Mesh Techniques
        • Meshes 101
        • Working with Meshes
        • Repairing Meshes
        • Other Techniques
          • Thicken a Mesh with Grasshopper
          • Mesh Manipulation with Blender
          • Custom Supports in Meshmixer
      • Topography Models
      • Using the Makerbot Experimental Extruder
      • Troubleshooting
      • Adjusting Print Settings
    • Resources
      • Downloadable Software & Accounts
      • Software Primers
        • Autodesk Meshmixer
        • Blender
    • Mold Making and Casting
  • 3D Scanning |3DS|
    • 3D Scanning at the NExT Lab
    • 3D Scanning Use Cases
    • Guides
      • Principles of 3D Scanning / Digital Reconstruction
      • Photogrammetry
        • Photogrammetry Theory
        • Photogrammetry Benchmark
        • Technical Guides
          • From Photos to 3D Spatial Data
          • Advanced Techniques
          • Taking Measurements + Visualisation
          • From Photogrammetry to 3D Printing
      • BLK360 Terrestrial LiDAR Scanner
        • BLK360 Benchmark
        • Scan
        • Register
          • Export from iPad
        • Process
      • Artec Handheld SLT Scanners
        • Using the Scanners
        • Manual Alignment
        • Fill Holes
        • Smoothing
        • Frame Selection
      • VLX LiDAR SLAM Scanner
        • VLX setup
        • Preparing to Scan
        • Using the Scanner
        • Processing the Scans
      • Working with 3D Scan Data
        • Point Clouds and Rhino
        • Point Clouds and Cloud Compare
        • Point Clouds and Blender
        • Point Clouds to Meshes
    • Troubleshooting
      • General
      • Artec EVA
      • Leica BLK360
      • VLX
  • Augmented Reality |AR|
    • Augmented/Mixed Reality at the NExT Lab
      • Use Case of AR
    • Guides
      • Hololens 2
      • Fologram
        • Fologram Applications
          • Fologram for Hololens
          • Fologram for Mobile
        • Fologram for Rhino
        • Fologram for Grasshopper
        • Shared Experiences / Tracked Models
        • Extended Functionality
          • Preparing Models for AR
          • Interactivity
          • Fabrication
      • Unity and Vuforia
        • Unity Primer
        • 2D Targets (Image Targets)
        • 3D Targets (Object Targets)
        • Vuforia Primer
        • Creating a Simple AR App
          • Unity Next Steps: Interaction
          • Model Recognition
    • Troubleshooting
      • Hololens & Fologram
      • FAQ: Augmented Reality
    • Resources
      • Platforms (Hardware)
        • Microsoft Hololens
        • Mobile
      • Software Packages
      • Student Contact
        • AR: Intro Sessions
        • AR: Workshops and Resources
          • UntYoung Leaders Program Workshopitled
          • Young Leaders Program Workshop
          • Construction as Alchemy
  • Virtual Reality |VR|
    • Virtual Reality at the NExT Lab
    • Guides
      • Virtual Reality Hardware Set Up
        • Meta Quest 3
          • Troubleshooting
        • HTC Vive Headsets
          • HTC Vive
            • Troubleshooting
          • HTC Vive Pro
          • HTC Vive Cosmos
            • Troubleshooting
      • Twinmotion VR
        • Twinmotion VR: Features
        • Twinmotion VR: Troubleshooting
      • Virtual Reality Experiences
        • Unreal Engine
          • Unreal Engine Primer
            • Process: Level Building, Playing & Packaging
            • Actors: Components, Content and Editors
            • Materials & Textures
            • Lighting & Mobility
            • Player: VR and non-VR
            • Interactivity & Blueprints
          • Unreal Engine: Guides
            • Setting up a VR-ready File & Templates
            • Creating a Basic VR Experience
            • Custom Collision and Navigation
            • UV and Lightmaps
            • Outputting Content
            • Unreal Troubleshooting
            • Point Cloud Visualisation
          • VR: Video Tutorial Series
            • Exporting from Rhino
            • Model Preparation in 3DS Max
            • Unreal Engine
      • Designing in Virtual Reality
        • Gravity Sketch
          • Quick Start
        • Masterpiece Creator
    • Student Contact
      • VR: Intro Sessions
  • Sensing
    • Body Tracking
      • Usage
        • Technical Specifications
      • Data Analysis in Grasshopper
        • Analysis Examples
      • Animated Point Clouds(UE)
  • ROBOTICS
    • Robotic Dog
      • Operational Health & Safety
      • Robot Dog Setup
      • Operation Setup
        • Operation Basics
        • Arm Mode
        • Programming Mode
        • Mapping Mode
      • Advanced Operations
      • Expansion Equipment / Attachments
      • Basic Simulation
      • Troubleshooting
Powered by GitBook
On this page
  • Importing
  • Editing
  • Physicality
  • Materiality
  • Scalar Field Attributes
  • Rendering

Was this helpful?

  1. 3D Scanning |3DS|
  2. Guides
  3. Working with 3D Scan Data

Point Clouds and Blender

PreviousPoint Clouds and Cloud CompareNextPoint Clouds to Meshes

Last updated 8 days ago

Was this helpful?

Points are treated as the vertices of a mesh, this allows them to be manipulated point clouds as if they were any other object inside Blender - conversely, this means that they cannot be rendered properly without some physicality first.

This page is not a guide for Blender, instead it introduces a base workflow for working with Point Clouds in Blender.


Importing

It is recommended to process all of your point clouds in a dedicated point cloud processing software like CloudCompare first.

Point clouds are to be in a .ply format. The .ply file format is a standard static 3d data - i.e. static textured objects. Point clouds are represented as geometric vertex data, with vertex attributes that represents the scalar field attributes.

Drag and drop or import via the File menu.


Editing

Use Edit Mode to edit point cloud objects as mesh vertices. Note that you have to be in vertex/point selection mode to interact with the data.

By default, selection in Blender only works for non-occluded objects, so to select-through, x-ray view must be toggled on.


Physicality

As point clouds are the same as mesh vertices in Blender, they can be given physicality via geometry instancing using particle systems or Geometry Nodes.


Materiality

When instancing on vertices, these objects need a material to be re-applied.

Below is an example of the Shader setup and updated basic Geometry Nodes setup for rendering basic point colour.

Shader

As the scalar field attributes of the point cloud are stored as vertex attributes, the shader uses an attribute node to pull out these properties. Note that the names are case sensitive.

Geometry Nodes

Re-assign with Set Material, use the drop-down list to find your material.


Scalar Field Attributes

Use the spreadsheet view to view these attributes numerically:

Shader

In the Shader, access other attributes the same way as colour, by specifying the corresponding attribute name.

Geometry Nodes


Rendering

Change the rendering engine to Cycles, and enable GPU if possible.

The scene can be set up as in a standard scene; camera, lights, other VFX; and render.

This is an example of a Geometry Nodes setup to draw basic spheres at each vertex location using the node. For all intents and purposes, these are mesh spheres, but technically this is an optimised point renderer.

Note that this setup only works for Blender's Cycles render engine; for EEVEE, you can instance geometry on the points using a workflow.

In Geometry Nodes, attributes can be accessed via the node; pick from the drop-down or enter the field manually (case-sensitive).

Mesh to Points
Instance on Points
Named Attribute
Simple shaded shader with one sun.
You can use the colour in emission with a value over 1 to render the points with 'flat' shading, where the points will be mostly unaffected by other lights.
Viewer nodes can be used to preview data at any stage of the graph.