Point Density Node¶
The Point Density node is used to add volumetric points for each particle or vertex of another object.
- Texture coordinate to sample texture at; defaults to global position (Position output of Geometry node) if the socket is left unconnected.
- Point Data
Where to get points from.
- Particle System
- Use each particle position from the specified particle system.
- Object Vertices
- Use each vertex position from the specified object.
- Which object’s vertices or particle system will be used.
- Particle System
- Particle positions from this system will be used.
The coordinate system for mapping points.
- World Space
- Map each point exactly where the source particle/vertex is.
- Object Space
- Fit the points from the source particles/vertices inside the bounding box of the object with the point density texture.
- Size of the points.
Texel filtering type.
- No interpolation, use nearest texel. Produces blocky looking points.
- Interpolate linearly between texels, producing soft, round points.
- Use cubic falloff, producing very soft points. Useful when points are very densely packed.
- The dimensions of the texture holding the point data.
- Color Source
Which attribute of the particle system or mesh is used to color the output.
- 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.
- Particle Velocity
- XYZ velocity mapped to RGB colors.
- Vertex Color Sources
- Vertex Color
Use a vertex color layer for coloring the point density texture.
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 weights from a vertex group as intensity values.
- Vertex Normals
- Use object-space vertex normals as RGB values.
- Texture color output.
- Density of volume.