Panels
Main Panel
Main PCV panel is located in 3D Viewport Sidebar N under Point Cloud Visualizer
tab. This panel shows active object properties and operators.
Main Controls
- Choose file clicking browse icon and from now on, active object is considered a "PCV Instance".
- and indicates
Pack
flag status. See Preferences for more info. - reloads linked file contents.
- Linked file name and number of loaded / displayed points.
Draw
andErase
operators.Draw
operator will also load points if they are not loaded.Erase
will only stop drawing in viewport, loaded points will remain in system memory.Frame Points
will center points in viewport camera and adjust itsClip End
property if needed to show all points.
3D Viewport Panel
Pop up panel at the top right corner of 3D Viewport header contains actions that can run on multiple PCV instances at the same time, Packer
operators that work with current blend file and Postprocess
options.
Batch Operators
- Run basic loading, drawing and export operators on every PCV instance that is found in scene and falls under
Influence
. It is the same like selecting object by object and clicking operator button. Synchronize Shader Properties
will copy display properties from active to influenced instance.
Packer
Packer
is fully automated storing of loaded points directly in.blend
file as hidden mesh datablocks on.blend
file save and restoring points from stored meshes on.blend
file load. See Preferences for more info.Pack
andUnpack
operators are run automatically on.blend
file events or can be run manually from here.Optimize
will remove stored meshes if PCV instance is no longer present in.blend
file, this is also automated during packing or can be run manually from here.Clear
will remove all stored meshes.Mark All Loaded
andUnmark All
will setPack
flag on all pcv instances in scene.Packed Points
are will show summary of stored mesh datablocks.
Postprocess
Viewport postprocessing. All draw calls from PCV goes to Offscreen
first, then everything is drawn on top of viewport using selected shader. Because of that, points will be always on top above everything else.
Currently there is: Quasi EDL
, something very similar to Eye-Dome-Lighting. Points are shaded in screen space by their depth. No normals are required. The best use for it is when your points have no other data than point locations. And Image Ouput
that will create image datablock with the same content as is drawn on screen, useful for quick screen renders without camera and setting anything.