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.
Entradas¶
- Vector
Texture coordinate to sample texture at; defaults to global position (Position output of Geometry node) if the socket is left unconnected.
Propiedades¶
- 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.
- Objeto
Which object’s vertices or particle system will be used.
- Sistema de partículas
Particle positions from this system will be used.
- Espacio
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.
- Radio
El tamaño de los puntos.
- Interpolación
Texel filtering type.
- Más cercano:
No interpolation, use nearest texel. Produces blocky looking points.
- Lineal:
Interpolate linearly between texels, producing soft, round points.
- Cúbico:
Use cubic falloff, producing very soft points. Useful when points are very densely packed.
- Resolución
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
- Color de vértices:
Use a Color Attribute for coloring the point density texture.
Nota
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.
Salidas¶
- Color
Salida de color de la textura.
- Densidad
Densidad del volumen.