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 Panel

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 and Erase 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 its Clip 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.

3D Viewport Panel

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 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 and Unpack 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 and Unmark All will set Pack flag on all pcv instances in scene.
  • Packed Points are will show summary of stored mesh datablocks.


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.