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    I have another question : is that possible to specify the max points count during the import ?
    I'm not used with the realtime and LOD specifications. Can anyone help me to reduce the global number of points?

    Thanks !

    Comment


      Originally posted by benbecker View Post
      Hi! Thank you very much for this amazing pointcloud.

      I have a question about the aspect of the sprite. Is there a way to display it like Multipoint mode in Maya ?

      I mean, in Maya you can display sprite as a standard square but you have Multi points mode where one point is multiplied and scale X times, so you can have some good results.

      I made a graphic to be more explicit...

      Thanks a lot!
      Hi and thanks for the interest!

      First, let me apologize for the delay in the answer - I stopped receiving notifications again.

      I'm not familiar with the multipoint in Maya - is it producing randomly scattered points around the original location? If so, this is definitely something I can look into.

      Originally posted by benbecker View Post
      I have another question : is that possible to specify the max points count during the import ?
      I'm not used with the realtime and LOD specifications. Can anyone help me to reduce the global number of points?

      Thanks !
      Yes, there is!
      Use the last two fields to specify first and last lines of the file to import.

      Click image for larger version

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      Point Cloud Plugin: Project Website | Forum Thread | Roadmap

      If you need help: join me on Discord
      Please support me on Patreon if you enjoy my content

      Comment


        Originally posted by localstarlight View Post
        Very much deserved Phoboz - congratulations!
        Originally posted by Dreamspoiler View Post
        Congratulations and very much deserved.
        Originally posted by Derek Hunter View Post
        That's great news with the Unreal Dev Grant. I'm looking forward to the direct E57 import in the next version.
        Originally posted by Thunder_Owl View Post
        Congrats!! ;-)
        Thanks guys! Really appreciate the support!
        Point Cloud Plugin: Project Website | Forum Thread | Roadmap

        If you need help: join me on Discord
        Please support me on Patreon if you enjoy my content

        Comment


          Progress update time!

          The development of new rendering approach is going well, with almost all functionality of the original re-implemented. Some bug fixes and performance improvements are still on the to do list, but it's nearly complete

          Sprites are now fully supported using LOD Coloration view

          New LOD system allows for smooth and precise adjustment of quality:

          Point Cloud Plugin: Project Website | Forum Thread | Roadmap

          If you need help: join me on Discord
          Please support me on Patreon if you enjoy my content

          Comment


            Hey phoboz I'm getting a lot of crashes trying to use the plugin at the moment.

            My setup is I have an Actor with a Point Cloud attached as a Child Actor Component. Sometimes the Point Clouds disappear, and the only way to get them back is to rebuild them, but simply pressing 'Rebuild' on the PointCloudActor isn't enough, I have to switch the Render Method to something else (eg. Point Unlit), build it, and then switch it back to the Render Method I want (which is Sprite Unlit RGB) and then it comes back ... sometimes.

            But a lot of the times this just crashes the editor. Here is the stack trace when that happens:

            Code:
            UE4Editor-CoreUObject.dll!UObjectBase::IsValidLowLevel() Line 296    C++
            UE4Editor-PointCloudRuntime-Win64-DebugGame.dll!UPointCloudComponent::GetMaterial(int ElementIndex) Line 137    C++
            UE4Editor-PointCloudRuntime-Win64-DebugGame.dll!UPointCloudComponent::AddReferencedObjects(UObject * InThis, FReferenceCollector & Collector) Line 156    C++
            UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::ProcessObjectArray(FGCArrayStruct & InObjectsToSerializeStruct, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 775    C++
            UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskQueue::DoTask() Line 381    C++
            [Inline Frame] UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskProcessorTask::DoTask(ENamedThreads::Type) Line 412    C++
            UE4Editor-CoreUObject.dll!TGraphTask<TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskProcessorTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 829    C++
            [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,FDefaultAllocator> &) Line 498    C++
            UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks() Line 934    C++
            UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 800    C++
            UE4Editor-Core.dll!FTaskThreadBase::Run() Line 516    C++
            UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 76    C++
            UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 25    C++
            [External Code]
            Here is a screen grab of the crash in VS2017, in case that's helpful:



            Any thoughts what might be causing this? It's making the plugin unusable at the moment.

            Comment


              Hey phoboz, another thing: I can't actually package a project that uses the plugin at the moment either. Same project builds fine without the point clouds. Here is the packaging output for the failure:

              Code:
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: begin: stack for UAT
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: === Handled ensure: ===
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error:
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Ensure condition failed: MyOwnerWorld [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp] [Line: 1031]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error:
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: Stack:
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009FB5B706 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:234]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009F8BAE3A UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:299]
              PackagingResults: Error: begin: stack for UAT
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009F8CECD6 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:430]
              PackagingResults: Error: === Handled ensure: ===
              PackagingResults: Error: Ensure condition failed: MyOwnerWorld [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp] [Line: 1031]
              PackagingResults: Error: Stack:
              PackagingResults: Error: [Callstack] 0x000000009FB5B706 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:234]
              PackagingResults: Error: [Callstack] 0x000000009F8BAE3A UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:299]
              PackagingResults: Error: [Callstack] 0x000000009F8CECD6 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:430]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009CF20F18 UE4Editor-Engine.dll!UActorComponent::RegisterComponent() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1031]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000008C55A30A UE4Editor-PointCloudRuntime.dll!APointCloudActor::RebuildComponents() [f:\perforce\cosmosisvr\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudactor.cpp:143]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000008C54FD0F UE4Editor-PointCloudRuntime.dll!TBaseUObjectMethodDelegateInstance<0,APointCloudActor,void __cdecl(void)>::ExecuteIfSafe() [c:\program files\epic games\ue_4.19\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:659]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000008C54B45C UE4Editor-PointCloudRuntime.dll!TBaseMulticastDelegate<void>::Broadcast() [c:\program files\epic games\ue_4.19\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000008C559E40 UE4Editor-PointCloudRuntime.dll!UPointCloud::Rebuild() [f:\perforce\cosmosisvr\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloud.cpp:516]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00000000A387024D UE4Editor-CoreUObject.dll!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:994]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00000000A393AFAC UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1595]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00000000A395312B UE4Editor-CoreUObject.dll!LoadPackageInternal() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1339]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x00000000A3952544 UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1436]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009D447DF9 UE4Editor-Engine.dll!UWorld::LoadSecondaryLevels() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:1168]
              PackagingResults: Error: [Callstack] 0x000000009CF20F18 UE4Editor-Engine.dll!UActorComponent::RegisterComponent() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1031]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009AF5C5FC UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::PostLoadPackageFixup() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2434]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009AF30C88 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::GetAllUnsolicitedPackages() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2064]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009AF7BB4A UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1746]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009AE2A580 UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:904]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000009AE51CB0 UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:584]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x0000000004DCEB20 UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2195]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x0000000004DC69FA UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
              PackagingResults: Error: [Callstack] 0x000000008C55A30A UE4Editor-PointCloudRuntime.dll!APointCloudActor::RebuildComponents() [f:\perforce\cosmosisvr\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudactor.cpp:143]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x0000000004DC6C4A UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x0000000004DD4177 UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x0000000004DD4FBF UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
              PackagingResults: Error: [Callstack] 0x000000008C54FD0F UE4Editor-PointCloudRuntime.dll!TBaseUObjectMethodDelegateInstance<0,APointCloudActor,void __cdecl(void)>::ExecuteIfSafe() [c:\program files\epic games\ue_4.19\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:659]
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x000000000F7D3034 KERNEL32.DLL!UnknownFunction []
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: [Callstack] 0x0000000010B21431 ntdll.dll!UnknownFunction []
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error:
              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Error: end: stack for UAT
              PackagingResults: Error: [Callstack] 0x000000008C54B45C UE4Editor-PointCloudRuntime.dll!TBaseMulticastDelegate<void>::Broadcast() [c:\program files\epic games\ue_4.19\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
              PackagingResults: Error: [Callstack] 0x000000008C559E40 UE4Editor-PointCloudRuntime.dll!UPointCloud::Rebuild() [f:\perforce\cosmosisvr\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloud.cpp:516]
              PackagingResults: Error: [Callstack] 0x00000000A387024D UE4Editor-CoreUObject.dll!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:994]
              PackagingResults: Error: [Callstack] 0x00000000A393AFAC UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1595]
              PackagingResults: Error: [Callstack] 0x00000000A395312B UE4Editor-CoreUObject.dll!LoadPackageInternal() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1339]
              PackagingResults: Error: [Callstack] 0x00000000A3952544 UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1436]
              PackagingResults: Error: [Callstack] 0x000000009D447DF9 UE4Editor-Engine.dll!UWorld::LoadSecondaryLevels() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:1168]
              PackagingResults: Error: [Callstack] 0x000000009AF5C5FC UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::PostLoadPackageFixup() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2434]
              PackagingResults: Error: [Callstack] 0x000000009AF30C88 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::GetAllUnsolicitedPackages() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2064]
              PackagingResults: Error: [Callstack] 0x000000009AF7BB4A UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1746]
              PackagingResults: Error: [Callstack] 0x000000009AE2A580 UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:904]
              PackagingResults: Error: [Callstack] 0x000000009AE51CB0 UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:584]
              PackagingResults: Error: [Callstack] 0x0000000004DCEB20 UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2195]
              PackagingResults: Error: [Callstack] 0x0000000004DC69FA UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
              PackagingResults: Error: [Callstack] 0x0000000004DC6C4A UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
              PackagingResults: Error: [Callstack] 0x0000000004DD4177 UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
              PackagingResults: Error: [Callstack] 0x0000000004DD4FBF UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
              PackagingResults: Error: [Callstack] 0x000000000F7D3034 KERNEL32.DLL!UnknownFunction []
              PackagingResults: Error: [Callstack] 0x0000000010B21431 ntdll.dll!UnknownFunction []
              Something which I think is related is that when I run the editor in debug mode, I quite often get this break point occurring:



              It allows me to continue, so it doesn't totally crash the editor, but it seems related to the packaging error above.

              EDIT:

              I thought I should mention, in case it's relevant, that I'm using the Point Cloud in a streaming level. So I have an Actor, with a Child Actor containing the Point Cloud, in a streaming level which I am loading into my persistent level. Not sure if that's relevant, but it might be.
              Last edited by localstarlight; 07-26-2018, 05:25 AM.

              Comment


                localstarlight

                Regarding the issue of Child Actor

                It looks like the materials are losing references. This would explain why changing RenderMode fixes it (sometimes), as that will force the PC to recreate and redistribute new materials.
                I'm guessing it's because building it via Child Actor doesn't link those references automatically.

                Good news is 0.5 is immune to this
                Bad news is, 0.4 isn't

                Regarding Packaging

                I haven't tested streaming levels and currently have no idea how that affects things.
                At first glance it looks like there is a problem with PC issuing a rebuild broadcast to the actors, as they cannot register new components. My best guess is the PC tries to rebuild itself before the actor's world is actually initialized.

                Try placing a world guard in the APointCloudActor::RebuildComponents:

                replace
                Code:
                if (PointCloud && !PointCloud->IsDirty())
                with
                Code:
                if (PointCloud && !PointCloud->IsDirty() && GetWorld())
                Point Cloud Plugin: Project Website | Forum Thread | Roadmap

                If you need help: join me on Discord
                Please support me on Patreon if you enjoy my content

                Comment


                  Thanks for responding so quickly, as always.

                  Adding the world guard means the project packages now - thanks!

                  So when is v0.5 coming out?

                  Comment


                    Originally posted by localstarlight View Post
                    Thanks for responding so quickly, as always.

                    Adding the world guard means the project packages now - thanks!
                    No problem

                    Originally posted by localstarlight View Post
                    So when is v0.5 coming out?
                    I know, it takes absolutely forever! So many changes
                    Estimated release is early August, but I might end up moving some of the functionality to later version and release it earlier, as quite a lot of people ask for it
                    Point Cloud Plugin: Project Website | Forum Thread | Roadmap

                    If you need help: join me on Discord
                    Please support me on Patreon if you enjoy my content

                    Comment


                      For those who don't know yet, there is an Early Access available for the plugin.
                      For more information consult https://trello.com/c/eNy7RQyv/63-early-access
                      Point Cloud Plugin: Project Website | Forum Thread | Roadmap

                      If you need help: join me on Discord
                      Please support me on Patreon if you enjoy my content

                      Comment


                        Thanks for the share. Will defiantly play around with this.

                        Comment


                          Thanks for making this! I am a beginner in with UE, with no prior knowledge about game development / virtual reality. My background is actually in producing point clouds, and I'd like to view them in virtual reality (using UE and HTC vive set). I managed to import the point cloud to Viewport and have a look - it looks great! The process is also very straight forward, so thanks for making it so easy. It would be great to be able to scale the point cloud and to add other functionality. Is that possible? I see that there are plenty of tutorials on how to deal with meshes, but I'm not sure how they apply to point clouds. What are the main steps to make a scalable point cloud (scaling would happen with controllers)? If somebody has relevant links, or could explain that here, I would appreciate it very much. Thanks in advance!

                          Comment


                            Originally posted by hkr789 View Post
                            Thanks for making this! I am a beginner in with UE, with no prior knowledge about game development / virtual reality. My background is actually in producing point clouds, and I'd like to view them in virtual reality (using UE and HTC vive set). I managed to import the point cloud to Viewport and have a look - it looks great! The process is also very straight forward, so thanks for making it so easy. It would be great to be able to scale the point cloud and to add other functionality. Is that possible? I see that there are plenty of tutorials on how to deal with meshes, but I'm not sure how they apply to point clouds. What are the main steps to make a scalable point cloud (scaling would happen with controllers)? If somebody has relevant links, or could explain that here, I would appreciate it very much. Thanks in advance!
                            Hi there!

                            Sorry for the delay, I don't know what's going on with the notifications they seem to be very random.

                            What do you mean by scaling the cloud?
                            If size, then it's certainly possible: use the cloud's scale setting (requires cloud rebuilding, so probably not a real-time solutions) or the actor's scale.
                            If you mean density, then sadly no. In it's current version, the plugin doesn't allow for a forced LOD selection
                            Point Cloud Plugin: Project Website | Forum Thread | Roadmap

                            If you need help: join me on Discord
                            Please support me on Patreon if you enjoy my content

                            Comment


                              Originally posted by phoboz View Post

                              Hi there!

                              Sorry for the delay, I don't know what's going on with the notifications they seem to be very random.

                              What do you mean by scaling the cloud?
                              If size, then it's certainly possible: use the cloud's scale setting (requires cloud rebuilding, so probably not a real-time solutions) or the actor's scale.
                              If you mean density, then sadly no. In it's current version, the plugin doesn't allow for a forced LOD selection
                              Sorry for being unspecific. I meant resizing with motion controllers in real-time, similar to what this video demonstrates with a static mesh (a cube): https://www.youtube.com/watch?v=JCIwz9s_WTw (see 20min 40s ->)

                              Could this same approach be applied to point clouds? In the end I'd like to scale and rotate the point clouds with motion controllers.

                              Comment


                                Originally posted by hkr789 View Post

                                Sorry for being unspecific. I meant resizing with motion controllers in real-time, similar to what this video demonstrates with a static mesh (a cube): https://www.youtube.com/watch?v=JCIwz9s_WTw (see 20min 40s ->)

                                Could this same approach be applied to point clouds? In the end I'd like to scale and rotate the point clouds with motion controllers.
                                It might actually work
                                If you apply actor transformations, they should come through to the point cloud.

                                Let me know if it works, I'm curious myself now
                                Point Cloud Plugin: Project Website | Forum Thread | Roadmap

                                If you need help: join me on Discord
                                Please support me on Patreon if you enjoy my content

                                Comment

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