…. _bpy.types.PointDensityTexture:

Point Density Texture

Point density renders a given point cloud (object vertices or particle system) as a 3D volume, using a user-defined radius for the points. Internally, the system uses a BVH data structure for fast range lookups.

The rendered points are spherical by default, with various smooth falloff options, as well as simple Turbulence options for displacing the result with noise, adding fine detail. When using Point Density with a particle system, additional particle info such as particle velocity, age, and speed, can be visualized using a color/alpha ramp gradient.

Options

../../../../../_images/render_blender-render_textures_types_volume_point-density_panel.png

Point Density panel.

Point Data
Particle System
Particle System, Generate point density from a particle system.
Object Vertices
Object Vertices, Generate point density from an object’s vertices.
Object
Object to take the point data from.
Radius

Radius of the points.

System
Particle system to use.
Falloff
Standard
Smooth
Soft
Softness
Constant
Density is constant within the look-up radius.
Root
Particle Age
Particle Velocity
Velocity Scale
Falloff Curve
Use a custom falloff.
Cache

Coordinate system to cache particles in.

Global Space
Emit Object Space
Emit Object Location
Color Source

Data to derive the color results from.

Constant
Constant color
Particle Color Sources
Particle Age
Lifetime mapped as 0.0 - 1.0 intensity.
Particle Speed

Particle speed (absolute magnitude of velocity) mapped as 0.0 - 1.0 intensity. An additional color ramp can be used to convert intensity to RGB colors.

Scale
Multiplier to bring particle speed within an acceptable range.
Particle Velocity

XYZ velocity mapped to RGB colors.

Scale
Multiplier to bring particle speed within an acceptable range.
Vertex Color Sources
Vertex Color

Use a vertex color layer for coloring the point density texture.

Note

Vertex colors are defined per face corner. A single vertex can have as many different colors as faces it is part of. The actual color of the point density texture is averaged from all vertex corners.

Vertex Weight
Use a weights from a vertex group as intensity values. An additional color ramp can be used to convert intensity to RGB colors.
Vertex Normals
Use object-space vertex normals as RGB values.

Turbulence

../../../../../_images/render_blender-render_textures_types_volume_point-density_turbulence.png

Turbulence panel.

Adds directed noise to the density at render time.

Influence

Method for driving added turbulent noise.

Static
Noise patterns will remain unchanged, faster and suitable for stills.
Particle Velocity
Turbulent noise driven by particle velocity.
Particle Age
Turbulent noise driven by the particle’s age between birth and death.
Global Time
Turbulent noise driven by the global current frame.
Noise Basis
See Here.
Size
Scale of the turbulent noise.
Depth
Level of detail in the added turbulent noise.
Turbulence Strength
Strength of the added turbulent noise.