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 • Geo to • Geo to • Pivot Point to • Pivot Point to • Pivot Point to
• Pivot Point to |
|
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. |
Set your geometry to a vertex selection within the scene.
Set your geometry to a vertex selection within the scene in a frame range.
Snaps your geometry by using a custom script.
Set your pivot point to a vertex selection within the scene in a frame range.
Set your geometry to a vertex selection within the scene in a frame range.
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.