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EEVEE shader-based screen-space point clouds. Done with displacement shaders – vertices expand in the shader. Feels as fast as pure GLSL. Distance scaling uses a power function for smoother falloff with depth. #b3d #blender

21,168 views • 1 year ago •via X (Twitter)

10 Comments

AndrewD's profile picture
AndrewD1 year ago

Is this from a photo? Or are you turning 3d objects into point clouds. If the second, whats the use case for this?

Damjan Minovski's profile picture
Damjan Minovski1 year ago

Yes: position pass + color = point cloud.. The point cloud is form an real-time VR art installation we made (more here: The model itself I made originally in the context of an artistic research project I was part of 10 years ago

norm's profile picture
norm1 year ago

neat 😎

Stefanolezcano's profile picture
Stefanolezcano1 year ago

🔥🔥🔥🔥🔥

Denis Karablev's profile picture
Denis Karablev1 year ago

How to archive this? ))) It takes obj vertices? can it fill volume?

David Mcsween's profile picture
David Mcsween1 year ago

Does this use the Eevee point cloud object?

Damjan Minovski's profile picture
Damjan Minovski1 year ago

Nope, mesh quads that are zero-sized, then expanded in the shader

SamHatesUnicorns🔶's profile picture
SamHatesUnicorns🔶1 year ago

TEACH ME

Massimo's profile picture
Massimo1 year ago

cycles breaks with around 80M+ points, you think this can handle over 100M+?

Damjan Minovski's profile picture
Damjan Minovski1 year ago

eventually you run into hard RAM limits - in unity I can use geometry shaders to emit quads and optimized the attribute storage, but here in blender all is laid out in memory. Just tested on my macbook - around 40M it stops.

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