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  • replied
    Originally posted by Jocko Jonson View Post
    Skimmed through thread and didn't see this issue mentioned - if a point cloud is loaded in the level then Volumetric Fog shaders don't work. The fog just looks like billboards with default material.

    Has anyone run into something like this?
    Hi Jocko Jonson and thanks for the feedback.

    To be honest I haven't tested point clouds with Volumetric Fog, will investigate.

    Leave a comment:


  • replied
    Skimmed through thread and didn't see this issue mentioned - if a point cloud is loaded in the level then Volumetric Fog shaders don't work. The fog just looks like billboards with default material.

    Has anyone run into something like this?

    Leave a comment:


  • replied
    Hi everyone, just want to contribute to this thread and great plugin. Very early stage for me trying it so far, I still need to read this 15 pages to start with.
    But just want to point out what happened for me so far and I m sure I ll find answers about it in this thread, when dragging the point cloud in my scene it crashes unless I save it first and restart my project, also when I re-open my project sometimes the PC is not displayed.
    Anyway no big deal so far, I just want to test a few things first to be sure I could integrate it in a project I am working on at the moment.
    So I m using a pretty bad PC for now to test if it would work with some bleuprint options, and if it will package well etc...

    Leave a comment:


  • replied
    Originally posted by parkThebus View Post
    If I triangluate some of these outside UE, what is the best format to import?
    You would load it as a regular Static Mesh, so FBX or OBJ.
    More information on how to do it:
    https://docs.unrealengine.com/en-us/...owTo/Importing
    https://docs.unrealengine.com/en-us/...X/StaticMeshes

    Originally posted by parkThebus View Post
    btw, stumbled with a few xyz files but later noticed they had headers. do you plan to allow for headers? or did I miss that option?
    Depends on the header, very basic column descriptions are already supported, but more than that and the importer will stumble. If you could send me a sample file containing the header and few lines of points I can add it to the supported list

    Leave a comment:


  • replied
    Originally posted by phoboz View Post
    It would be ideal if you had access to RGB or at least Intensity data to go with that cloud. Would make it easy to identify different elements then.

    ​​​​​You can modify the master material (found in Plugin content) to adjust the color range or, ​​​​​if you just want to modify it for a single cloud, create a copy of the master material, tweak the colors to your liking in the copied version and then assign the modified one as custom material to the point cloud in question (expand the Rendering section of the settings).

    Thanks for the suggestion, ​​​​​I will try to add the ability to allow modifying the color range directly through settings to simplify the process
    Thanks for the pointers, I have intensity and some rough classifications so I wrote an awk script to set RGB according to classification number, so buildings are Orange, trees were supposed to be green and the ground brown, but I guess I switched those . I need to so some better classification but I would really want want the ground on the buildings to be solid enough to walk/drive on.
    If I triangluate some of these outside UE, what is the best format to import?

    btw, stumbled with a few xyz files but later noticed they had headers. do you plan to allow for headers? or did I miss that option?

    Cheers



    Leave a comment:


  • replied
    Originally posted by parkThebus View Post
    Brand new to Unreal Engine apart from playing some of the games. When I saw this plugin, I thought it would be ideal way to navigate around some LIDAR data of interest.
    Everything works fine, the landscape xyz imports great and went for a walk around amongst the points, looks pretty cool, but not easy to make out what is what.
    Is there an easy was to "solidify" the points? Ideally I would like to use different classifications of the point cloud (eg ground, buildings, vegetation, etc) as separate imports, but am I missing something, will I be able to create actual surfaces to apply textures to?

    Oh,and is it possible to change the color range applied to the height?
    Hi there!

    I'm glad you enjoy the plugin.

    ​​​​​​Converting the points into surfaces (triangulation) is not available yet, but it is on my future Todo list.​

    It would be ideal if you had access to RGB or at least Intensity data to go with that cloud. Would make it easy to identify different elements then.

    ​​​​​You can modify the master material (found in Plugin content) to adjust the color range or, ​​​​​if you just want to modify it for a single cloud, create a copy of the master material, tweak the colors to your liking in the copied version and then assign the modified one as custom material to the point cloud in question (expand the Rendering section of the settings).

    Thanks for the suggestion, ​​​​​I will try to add the ability to allow modifying the color range directly through settings to simplify the process

    Leave a comment:


  • replied
    Brand new to Unreal Engine apart from playing some of the games. When I saw this plugin, I thought it would be ideal way to navigate around some LIDAR data of interest.
    Everything works fine, the landscape xyz imports great and went for a walk around amongst the points, looks pretty cool, but not easy to make out what is what.
    Is there an easy was to "solidify" the points? Ideally I would like to use different classifications of the point cloud (eg ground, buildings, vegetation, etc) as separate imports, but am I missing something, will I be able to create actual surfaces to apply textures to?

    Oh,and is it possible to change the color range applied to the height?

    Leave a comment:


  • replied
    Awesome work phoboz, this is really cool!

    Leave a comment:


  • replied
    Dynamic Point Cloud, animating 500x200 grid (100000 points) at 68FPS!


    Leave a comment:


  • replied
    For those using 0.5
    I just fixed a serious issue causing crashes when rebuilding or importing clouds. I advise you to re-download the updated pack to avoid such unpleasant scenario

    Leave a comment:


  • replied
    Originally posted by Lands Unknown View Post
    After experimenting with different point cloud programs I think there's a difference in how CloudCompare converts file formats. Converting from .ply or .e57 to .txt causes a problem, converting from .ply or .e57 to .xyz doesn't. Convert from .xyz to .txt or vice versa and the file imports perfectly fine though.
    Could you send me a small sample from the PLY/e57 -> TXT export, that causes a problem? Thanks!

    Leave a comment:


  • replied
    Originally posted by phoboz View Post

    There should be absolutely NO difference between TXT and XYZ, the only place where it's checked is whether to accept the import dialog request.
    Would you be willing to provide me with the source point cloud (or at least the section which caues the crash) for debugging?
    After experimenting with different point cloud programs I think there's a difference in how CloudCompare converts file formats. Converting from .ply or .e57 to .txt causes a problem, converting from .ply or .e57 to .xyz doesn't. Convert from .xyz to .txt or vice versa and the file imports perfectly fine though.

    Leave a comment:


  • replied
    Click image for larger version

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    UE 4.21 is now supported by v0.5ea!

    Leave a comment:


  • replied
    phoboz Excellent, thanks!

    One pointcloud today wouldn't import, first try it crashed. After that it ran out of VRAM but that's alright. Maybe the log is useful for you:

    Access violation - code c0000005 (first/second chance not available)

    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_PointCloudRuntime!FPointCloudSceneProxy::FPointCloudSceneProxy() [c:\users\michal\downloads\pointcloudplugin\hostproject\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudcomponent.cpp:21]
    UE4Editor_PointCloudRuntime!UPointCloudComponent::CreateSceneProxy() [c:\users\michal\downloads\pointcloudplugin\hostproject\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudcomponent.cpp:130]
    UE4Editor_Renderer
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_PointCloudRuntime!APointCloudActor::PostEditChangeProperty() [c:\users\michal\downloads\pointcloudplugin\hostproject\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudactor.cpp:103]
    UE4Editor_Engine
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_LevelEditor
    UE4Editor_LevelEditor
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_ApplicationCore
    UE4Editor_ApplicationCore
    UE4Editor_ApplicationCore
    UE4Editor_ApplicationCore
    user32
    user32
    UE4Editor_ApplicationCore
    UE4Editor
    UE4Editor
    UE4Editor
    UE4Editor
    UE4Editor
    kernel32
    ntdll

    Leave a comment:


  • replied
    Janitorus To calculate how much of the point cloud you can pack in your GPU, use the breakdown below:

    As Points
    Full Precision: 20 bytes
    Half Precision: 12 bytes

    As Sprites
    Full Precision: 88 bytes
    Half Precision: 56 bytes

    Values are per point. Current visibility of the point does not impact this, as 0.4 kept the rendering resources pre-allocated in the VRAM.

    Leave a comment:

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