Point Density Node
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.
- 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 or 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 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.
- 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.