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.

To learn more about the workflow, see Creating Points Clouds.

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.

mat

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

Control (UI)

Knob (Scripting)

Default Value

Function

GeoPoints Tab

Path

prim_path

{nodename}

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

Create Missing Parents

parentPrimType

Xform

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

Points

points_path

Default - Injected/Empty

You can use standard glob-style wildcards, such as '*', '?', to create masks or use individual prim names separated by spaces.

Default - Injected/ Empty - selects the default prim(s) for the node. The default will be the injected mask prim paths if there is an upstream node with this. Otherwise the default mask for this node type is evaluated.

All roots - select the top level Xform(s) in your scene.

Last modified - selects whatever the last node modified was.

All Cameras - selects all Cameras in your scene graph.

All Lights - select all lights in your scene graph.

All Meshes - selects all meshes in your scene graph.

Custom - sets a custom selection of prims that exist in your scene graph.

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.

Snap geosnap_operation N/A

Choose what a selection in the Viewer or pivot point is snapped to in the Viewer:

Geo to Set your geometry to a vertex selection within the scene.

Geo to Set your geometry to a vertex selection within the scene in a frame range.

Geo to Snaps your geometry by using a custom script.

Pivot Point to Set your pivot point to a vertex selection within the scene in a frame range.

Pivot Point to Set your geometry to a vertex selection within the scene in a frame range.

Pivot Point to Set your geometry to the selected prim’s bounding box within the scene. Click knob to select which part of the bounding box to snap to.

Pivot Point to Snaps your pivot point by using a custom script.

Transform Data

file_menu

N/A

Select to import or export a channel file:

Import chan file - import a channel file and transform the input object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou.

Export chan file - export the translation parameters that you’ve applied to the input object as a channel file. This is a useful method of sharing setups between artists.

Transform Order

xform_order

SRT

Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS.

Rotation Order

rot_order

ZXY

Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.

Translate

translate

0,0,0

Translates the selection along the x, y, and z axes. You can also adjust translate values by clicking and dragging the axis in the 3D Viewer.

Rotate

rotate

0,0,0

Rotates the selection around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

Scale

scaling

1,1,1

Scales the selection on the x, y, and z axes.

Uniform Scale

uniform_scale

1

Scales the selection simultaneously on the x, y, and z axes.

skew

skew

0,0,0

Skews the selection on the x, y, and z axes.

Pivot Translate

pivot_translate

0,0,0

Translates the pivot point and transform handles along the x, y, and z axes without affecting the objects in the scene. You can also translate the pivot point by holding down Ctrl/Cmd and dragging the axis in the 3D Viewer.

Pivot Rotate

pivot_rotate

0,0,0

Rotates the pivot point and transform handles along the x, y, and z axes without affecting the objects in the scene. You can also rotate the pivot point by holding down Ctrl/Cmd and dragging the axis in the 3D Viewer.

Local Matrix

     

Specify Matrix

useMatrix

off

Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above.

matrix

matrix

N/A

The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls.

Check Specify Matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene.

Display Tab
Selectable selectable on Turn off to prevent picking with the mouse in the viewer.