Nodo Densidad de puntos#

El nodo Densidad de puntos.

The Point Density node is available in volume shaders, to render 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.


Datos de puntos

Where to get points from.

Sistema de partículas

Use each particle position from the specified particle system.

Vértices del objeto

Use each vertex position from the specified object.


Which object’s vertices or particle system will be used.

Sistema de partículas

Particle positions from this system will be used.


The coordinate system for mapping points.

Espacio global:

Map each point exactly where the source particle or vertex is.

Espacio del objeto:

Fit the points from the source particles/vertices inside the bounding box of the object with the point density texture.


El tamaño de los puntos.


Texel filtering type.

Más cercano:

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.

Origen de color

Which attribute of the particle system or mesh is used to color the output.

Particle Color Sources
Edad de la partícula:

Lifetime mapped as (0.0 - 1.0) intensity.

Velocidad absoluta de la partícula:

Particle speed (absolute magnitude of velocity) mapped as (0.0 - 1.0) intensity.

Velocidad de Partícula:

XYZ velocity mapped to RGB colors.

Origen de color de vértices
Vertex Color:

Use a Color Attribute for coloring the point density texture.


Color Attributes 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.

Influencias de vértices:

Use weights from a vertex group as intensity values.

Normales de vértices:

Use object-space vertex normals as RGB values.



Texture color output.


Densidad del volumen.



Domain object with Point Density texture using vertices from ball as points.#