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  • started a topic [PLUGIN] Point Cloud Plugin

    Point Cloud Plugin

    Hello Community!

    Just wanted to share my creation. Hope you enjoy it
    This plugin has been developed to help with importing, processing and rendering of point clouds.

    Visit the official website: http://pointcloudplugin.com







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    Last edited by phoboz; 05-14-2019, 03:19 PM.

  • replied
    Thanks for the quick reply phoboz. This is all on 4.22 by the way.

    - Tested with a second point cloud, same issue
    - No pattern to the location, but the cut off angle seems to be the same when it does happen
    - Replicated in fresh project, with just plugin enabled and point cloud imported, dynamic shadows on
    - Spotlights and pointlights have the issue so far, sun/direction appears OK

    Please PM me your email address I can use to wetransfer the fresh project, just please do not share the point cloud data in any way. I can attach the original .pts as well if you want.

    Leave a comment:


  • replied
    Originally posted by BurnChrome View Post
    hi, i'm trying to deploy on oculus quest, but the shader assigned when I import a point cloud is not compatible. I'm kinda lost. Here's the log, can anyone help with it?
    Hi there!
    First, my apologies for not replying sooner, but the notifications do not always come through.
    The plugin is currently only compatible with Windows, Mac and Linux platforms. As I understand it, Quest is powered by a mobile chip so, unfortunately, it will not be supported just yet.

    Originally posted by Janitorus View Post
    Dynamic shadows do not always behave as expected and appear to be cut off. Moving them around does not fix them, cut off stays the same. Any idea?

    Love the plugin though!
    Thanks for the feedback.

    Not quite sure what's going on there - a few questions:
    - Did you notice it on just this one cloud?
    - Any pattern to the locations where it happens?
    - Can you replicate the same issue in a fresh project as well?
    - Is it just spotlight? Or do point lights and directional lights produce the same result?

    If possible, could you zip the project and send it to me for testing? Only the bare minimum of files, which still results in the said issue

    Leave a comment:


  • replied
    Dynamic shadows do not always behave as expected and appear to be cut off. Moving them around does not fix them, cut off stays the same. Any idea?

    Love the plugin though!

    Leave a comment:


  • replied
    hi, i'm trying to deploy on oculus quest, but the shader assigned when I import a point cloud is not compatible. I'm kinda lost. Here's the log, can anyone help with it?

    Leave a comment:


  • replied
    Originally posted by The_Distiller View Post
    Is VDB support still something you guys plan to investigate in the future?
    It's not on the roadmap for the next few versions.

    Leave a comment:


  • replied
    Is VDB support still something you guys plan to investigate in the future?

    Leave a comment:


  • replied
    Originally posted by Stenrik View Post
    Hi,

    First off, the material suggestion (opacity map with vertex color) did work! Thanks so much! :-D I had indeed bee on an earlier version of point cloud plugin. However, the entire thing won't receive light and cast shadows at all once the opacity map was added.

    However, I have just fallen into a new problem. I installed the new version of the plugin you just posted. After that, UE4 crashes each time I try to open the cloud file in the content browser, or when I try to open a level containing an asset made with the plugin. Any insights as to why this is happening?

    BTW I am very excited about the new version, looks like some serious performance enhancements.

    Thanks.
    Regarding shadow casting:
    Make sure to adjust Lighting Mode of the translucent material.

    Regarding crash:
    Depending on how old your plugin version was, the assets may no longer be compatible. Probably the best course of action now is to open the project folder and delete the asset files, then reimporting them again.

    Hope that helps

    Leave a comment:


  • replied
    Hi,

    First off, the material suggestion (opacity map with vertex color) did work! Thanks so much! :-D I had indeed bee on an earlier version of point cloud plugin. However, the entire thing won't receive light and cast shadows at all once the opacity map was added.

    However, I have just fallen into a new problem. I installed the new version of the plugin you just posted. After that, UE4 crashes each time I try to open the cloud file in the content browser, or when I try to open a level containing an asset made with the plugin. Any insights as to why this is happening?

    BTW I am very excited about the new version, looks like some serious performance enhancements.

    Thanks.

    Leave a comment:


  • replied
    Click image for larger version

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    Point Cloud Plugin v0.6
    Release Notes

    New Features / Improvements
    • Efficient GPU streaming, allowing support for huge data sets (1 billion and more)
    • Dramatically decreased VRAM requirements (under 100MB per cloud in most cases)
    • Significantly decreased RAM requirements (upwards of 50%)
    • Rendering uses point-budgeting to maintain stable FPS at all times, regardless of cloud size
    • Added support for Eye-Dome Lighting technique
    • Much improved import times
    • Duplicate points detection
    • Import works in asynchronous manner
    • Support for importing multiple clouds concurrently
    • Dynamic sprite size adjustment
    • Option to allocate higher quality towards the center of the screen
    • Improved and simplified UI
    • Simplified Custom Materials
    • Better Blueprint exposure
    • Support for UE4.23
    • Support for multiple instances of the same cloud
    • Set of runtime Point Selection functions to help query the data inside the cloud
    • Efficient runtime Insertion and Removal of points
    • Rendering settings work on per-component basis now, rather than per-asset
    • Switching between Points and Sprites no longer requires rebuilding
    • Per-project plugin settings
    • STAT PointCloud for easier profiling
    • Point Cloud Exporting
    • Code is more coherent, understandable and with better documentation
    Fixes
    • Fixed several stability issues and crashes
    • Fixed import precision issues
    • Fixed occasional incorrect switching of Render Method upon reimport
    • Fixed issues with releasing rendering resources
    • Fixed many LOD related issues
    Other Changes
    • Plugin now requires Shader Model 5 compatible graphics card
    • Removed support for Low Precision rendering, as the VRAM requirements are no longer an issue. This will improve shader recompilation times
    • Removed SinglePolySprit

    Leave a comment:


  • replied
    Originally posted by david.gillespie View Post
    Are you planning on exposing more variables at runtime so optimization features could be changed at runtime for example?
    Hi,
    All options should already be changeable at runtime, and almost all via Blueprints.
    Are you having issues accessing / modifying any parameter in particular?

    Leave a comment:


  • replied
    Are you planning on exposing more variables at runtime so optimization features could be changed at runtime for example?

    Leave a comment:


  • replied
    Originally posted by Stenrik View Post
    It does help me realize how I don't really understand how the plugin works, yet, heh. I do understand what you mean for that, though. :-)
    Heh, let me know if you have more questions, I'll do my best to explain

    Originally posted by Stenrik View Post
    Is MF_PointCloud_WPO something I need to create from scratch? I was unable to find the node you list in the material editor.
    Which versions of the plugin and engine are you using?
    If you are still on pre v0.5.5, this is how to replicate the WPO node:

    Click image for larger version

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    Originally posted by Stenrik View Post
    Once I get a handle on this system, the hope is to make sprite scale dynamic on my clouds. For examples, increase the radius/opacity of individual sprites when in proximity to specific actors. Is that something within the realm of possibility?
    Should be. You'll probably want to look into this: https://docs.unrealengine.com/en-US/...pth/index.html

    Leave a comment:


  • replied
    Originally posted by phoboz View Post

    Yes, by type, I meant the blend mode

    The plugin scales Sprites inside the material - this is to allow people to override the default behavior if needed. The reason why everything disappears when using your custom material is you didn't link the node responsible for the scaling process, hence you end up rendering infinitely small sprites - essentially invisible.

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    Hope this helps
    It does help me realize how I don't really understand how the plugin works, yet, heh. I do understand what you mean for that, though. :-)

    Is MF_PointCloud_WPO something I need to create from scratch? I was unable to find the node you list in the material editor.

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    I was also unable to find it under "World Position Offset."

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    Once I get a handle on this system, the hope is to make sprite scale dynamic on my clouds. For examples, increase the radius/opacity of individual sprites when in proximity to specific actors. Is that something within the realm of possibility?

    Thanks.

    Attached Files

    Leave a comment:


  • replied
    Originally posted by Stenrik View Post

    I already had "blend mode" to translucent, assuming that's what you meant by "type." I did try others, but nothing showed up.

    I have included a screenshot of the material, as well as the setting for the cloud itself for good measure. (I'm pretty new to mats in UE4 but this is how I set up a point cloud material to render in V-ray.)

    Thanks for getting back and taking a look.
    Yes, by type, I meant the blend mode

    The plugin scales Sprites inside the material - this is to allow people to override the default behavior if needed. The reason why everything disappears when using your custom material is you didn't link the node responsible for the scaling process, hence you end up rendering infinitely small sprites - essentially invisible.

    Click image for larger version

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    Hope this helps

    Leave a comment:

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