Hello, i’m trying to replicate this type of effect on point cloud generated with Reality Capture :
Im guessing it is done by applying a noise to the height coordinates of the point cloud, i want to make it so a distance field creates said noise for a vfx project i’m working on but i have no idea how to start. i’ve been able to do it on blender and touchdesigner without much complication but i want to achieve it using the engine and i cant find information on how or where to start. Also the options to manipulate point clouds in UE seem very limited. Does anybody know how to do it or where i could find such information? I imagine it could be done with blueprints or with a niagara system but i’m not sure how. Thanks.
Still haven’t found an “easy” way to do it. Best workaround i could find was to manipulate the pointcloud in Houdini, bake the particle cache and then import it into a niagara system in Unreal with the houdini plugin.
This is the only way unfortunately. I’ve been trying to achieve this for over a year now and I’ve combed through all the code for UE’s Lidar plugin and there is a section for ‘particle location’ but unlike particle colour/ size etc… we cannot access particle location whatsoever through blueprint.
You have to manually create this reference node and recompile the code in the plugin for it to work. I don’t know why they didn’t think of this, but as a result the only solution now is to use Niagara which is wildly inefficient for creating points clouds of large scenes which require upwards of 10 million points.
Since I’m no c++ programmer, this has become a very elusive task for me to deal with so instead I have to ‘fake’ it using World Position Offset in the material which doesn’t quite work as well as you’d expect.