New pointcloud object type #75717
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset System
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Viewport & EEVEE
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Asset Browser Project
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Module
Viewport & EEVEE
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Severity
High
Severity
Low
Severity
Normal
Severity
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
8 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#75717
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Status: Developers needed for point cloud editing features. Some features part of geometry nodes project
Team
Commissioner:
?
Project leader:
?
Project members:
-
Description
Use cases:
Design:
Work plan
Milestone 1
Basic integration of new data-block type
CD_LOCATION
and useCD_PROP_FLOAT3
insteadMilestone 2
More advanced features for editing point clouds
Relevant links:
-
This issue was referenced by
39de0b79fd
Still a bit unsure how this fits with the design of #76659 (Geometry Attributes Design), but added a color layer to pointclouds, see P1438.
For the design, this should be the same as the attributes design and sculpt vertex colors for meshes.
So rather than a single color layer, there should be an arbitrary amount of named layers, of which one color layer is active for display similar to vertex colors. There should be a collection of all attributes in
.attributes
, and a collection of just the color attributes in.vertex_colors
(or another name, not sure which one is ideal).I don't know would it be useful or not but there is a open source project for point cloud processing as it should be for Lidar data. It called Cloud compare - https://www.danielgm.net/cc/
Is there an update for this project? With object nodes working, it would be great to import point clouds.
I would also like to know what the updates to this project are?
At this point a lot of procedural things have been handled by geometry nodes already. Though more point cloud specific operations could be added.
For things like edit mode and attribute painting, it's really just lack of resources slowing things down.
hi, i have a question about python api. there seems to be fixed number of points (400) when object is created from add menu, and zero when created as new datablock, and there is no apparent way to add new points like in mesh with
MeshVertices.add(count)
,foreach_set
then sets only first 400 point locations. do i miss something, or is it something pending?I guess there would need to be a function to create a new point cloud with a certain size. So far there hasn't been the need for that, but I think it would probably make sense.
having size to set when datablock is created would be very very helpful. normals, colors etc. could be stored in attributes..
would be nice to see what cycles can do with real point cloud data now when points can be rendered as spheres (with color as well i hope)
i can easily get points loaded as numpy arrays, but right now i need to create mesh vertices with attributes, make instances on them in geometry nodes, colorize them (and in reality flatten them into single large mesh) and then render
Maybe I am misunderstanding, but you can already create your mesh vertices and convert to pointcloud via
Object
>Convert
>Pointcloud
(this will have as many points as vertices in the mesh and will keep an existing color attribute of a vertex domain as well). If you add your own radius attribute, just remember to set a value for it [think it defaults to zero] via python.This is a mesh Suzanne converted to pointcloud, then added radius and color attributes, randomized data values via python, rendered in Cycles:
But having a better API / more functions would certainly help.
Also
Mesh To Points
node does it too, no? (no need for instancing - can use native Cycles point rendering)thanks, mesh to points conversion works well, nice that it even keeps any attribute i add on vertices. it is only a bit counter-intuitive
Is there roadmap about the implementation of the features?
f89b32382a
267d449a50
Since there's no real hurry or resources to work on it otherwise, I'd like to use point cloud edit mode as a testing ground for node group operators (#101778). Basically, the tools would be implemented only with node groups. That's an ambitious goal, but I think long term it makes sense, and being strict about that could help push the design further.
I think the only other "built-in" feature we need for now is a way to visualize the selection in edit mode.
I'm not convinced about implementing tools with node groups. We're unlikely to do that for tools for most other object types in the near future (or maybe ever). And so we'd end up with a set of operators that is inconsistent and more difficult to update and improve for developers familiar with existing operators.
I think we're in the middle of too many part way changes to other implementations or coding conventions that never actually finish. I'd rather not have another one.
To me node based tools is the natural progression of node group operators, just like we have tools for many builtin operators. Assets already have icons, so it's natural to consider those as tool icons. And we want to enable interactive modal operators with node groups anyway, to get the main benefit of using operators instead of modifiers.
I think you're right that using node groups to implement existing tools like box select, selection picking, or transform is not so beneficial, especially when factoring in consistency with existing code. I think it's reasonable not to ship such node groups with Blender.
However, I do think that supporting features used by builtin operators in node groups is a good general goal. Builtin operators give examples of higher level use cases, especially operators like "Extract Face Sets". But that's getting a bit off topic for this thread.