GeoPoints

The GeoPoints node creates a point cloud from its input. GeoPoints performs similar functions to the classic 3D system DeepToPoints and PositionToPoints nodes, but can also create points from other types of input, such as meshes and particles.

Tip:  GeoPoints's classic 3D system equivalents are the DeepToPoints and PositionToPoints nodes.

Inputs and Controls

Connection Type

Connection Name

Function

Input

cam

An optional input to connect a Camera node to project 2D points back into the 3D space. The image must contain a Z-depth channel if it does not include deep data.

src

An optional input to connect a source 3D object, 2D flat image source, or image containing deep data from which points are created.

unnamed

The previous stage in the scene you want to affect.

img

The image file containing the material you want to apply to the object.

Control (UI)

Knob (Scripting)

Default Value

Function

GeoPoints

Path

prim_path

{parent}/{nodename}

The root path of the new object. Path defaults a prim path variable {parent}/{nodename} which is equal to the node name, such as GeoPoint1 or GeoPoints5.

Parent Type

parentPrimType

Xform

Sets the type of prim to create if there are missing ancestors in the path.

Points

points_path

none

Specifies the prim names from which points are created. You can use standard glob-style variables, such as /*, to create masks or use individual prim names separated by spaces. For example, /GeoCube1 /GeoCard3 creates points from only those prims.

Tip:  You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to specify source prims.

Surface Points

P_channel

none

Sets the channel from which the point positions are taken.

Surface Normal

N_channel

none

Sets the channel from which the point normals are taken.

Point Size

point_size

0.01

Controls the size of the points in the Viewer.

Depth Channel

depth_channel

depth.Z

Sets the channel from which depth information is taken.

Depth Type

depth_type

1/Z

Sets how the depth information is converted into the distance between the camera and objects:

Z - depth is the input depth.

1/Z - depth is 1 divided by input depth. Nuke and RenderMan use this depth calculation by default.

-Z - depth is -input depth.

-1/Z - depth is -1 divided by input depth. Maya uses this depth calculation by default.