Not really a progress update, but look how SHINY!
Hi @ !
Sorry for the late feedback, I couldānot retry to build project until today. And ā¦ It works perfectly in packaged project now. Thank you a lot !
Hi @,
I just wanted to let you know your plugin is a lifesaver and give you a little bug report! Iām currently working on a small art project taking lidar data through Houdini for heavy modification and into Unreal for final manipulation and render. I am finding the custom material override is being ignored. Iām on 4.21 with the 0.5b version of the plugin. My current solution is to modify the master material with the behavior I would like, but it requires a lot of work-arounds to get different behaviors on different point clouds concurrently. (Using vertex color as a mask currently). Hopefully youāll be able to repro / address this hiccup for the next release. Thanks again for the awesome plugin, cheers!
Hi,
Thanks a lot for the feedback! Iāll have a look as soon as I can!
Regards
Hi @PrismaSlice! The issue should now be fixed!
Point Cloud Plugin v0.5
After a loong time in early access, the v0.5 is finally out as stable! And bringing an equally loong list of changes and improvements!
Head over to the projectās website for more info and download links!
[HR][/HR]
Release Notes
New Features / Improvements
- Completely redesigned data structure and rendering approach. This results in significantly reduced number of draw calls as well as VRAM used. Manual input of section sizes is no longer necessary, as the plugin runs adaptive spatial division
- Point clouds are now processed at component, rather than actor, level. This means they can easily be blueprinted
- Added option to render sprites as single triangles rather than quads, thus increasing performance. Use **Single Poly Minimum LOD **setting to specify at which LOD should the sprites be switched over to single poly. Use **Single Poly Scale **property to help mitigate potential gaps between triangles (exercise caution though, as setting it too high will negatively affect performance)
- Render data (Vertex and Index Buffers) is only residing in VRAM if it is actually used (i.e. hiding or switching levels will remove the unused data sets)
- There is a settings section dedicated to Color Adjustment now, you can find it under Rendering group
- LOD Coloration mode now fully supports sprite view
- Fast and seamless adjustment of LODs
- Alpha color can now be imported and used inside the material
- Significantly reduced RAM usage
- Support for UE 4.20 and UE 4.21
- Import All button
- Point Clouds now support reimporting
- Importing Point Clouds will auto-adjust the RenderMethod to avoid coloration issues
- Importing Point Clouds will auto-adjust some performance settings
- Improved Runtime operations
- Improved importing performance
- Improved RGB range detection
Fixes
- Added includes that were reported missing on various platforms/compilers
- The plugin should now be compilable as Editor-level plugin
- Patched few memory leaks
- Fixed few importing issues with column names not being recognized properly
- Fixed engine crash when one of the location channels was absent
- Fixed RGB scan returning strange values when no channel has been selected
- Fixed RGB range not being auto-calculated properly in some situations
- Brightness now correctly affects clouds with Color Override set
- Setting Color Override no longer disables LOD Coloration view
- Fixed engine crash when importing certain clouds
- Fixed importing doubling a subset of points sometimes
Other Changes
- Default Sprite Size Bias reduced from 0.775 to 0.75 as a response to the modified LOD calculation method
- LOD Bias and LOD Aggressiveness have been replaced with View Distance and LOD Distribution settings allowing for much better control of density distribution.
- Required Shader Model has been reduced from 5 to 4
- Low precision is now always available
- Filename of the file being imported is now visible inside the import window
- Import window slightly redesigned
- Some settings suggestions will now appear via Message Log
Its look very very cool! Good luck.
Good Afternoon. I just want to say well done with the Plugin and i can see it being of great use to me in the future!
I do seem to be having a small issue, i have tried a few different clouds and consistantly get a āLinedā point cloud rather than the standard distribution. I can see others have had similar problems that were resolved by shifting the origin of the cloud in say Cloud Compare to 0. Unfortunatley i have had no luck and have ran out of ideas.
Any idea on how to fix this issue?
Hi there, and thanks for your feedback!
It does look like lack of precision, most likely due to coordinates having too high values (which is why resetting the origin tends to help). The only real way to fix it would be to use double-precision as internal data types, unfortunately itās not that simple.
Is it still the outcome if you reset the origin to 0?
If so, could you send me small samples of original and reset clouds (~100 lines should be just fine).
Also, you didnāt enable Low Precision under Performance group, did you?
hi @, stellar job on the plugin! Very easy to set up and use. Iām testing the early access of v0.6. The road map would lead me to believe that Collision is working in this version, but if it is, Iām not sure how to set it up. Can you confirm if collision is working in v0.6 early access and if so, how to set it up? Thanks!
Hey and thanks for the feedback!
Collision is NOT included within the v0.6 yet, still too early in development. It was originally meant for 0.5 but was postponed due to re-prioritization.
As for the roadmap: any completed feature will be flagged with orange āTestingā and/or green āDoneā labels. Note that fully released versions have no labels.
Copy that. Will be following closely! Collision will be a very useful feature. That and .e57 support are the two Iām most excited about.
Point Cloud Plugin v0.5.1
Release Notes
New Features / Improvements
- Optimized LOD performance
Fixes
- Fixed the Plugin preventing reimporting of other asset types
- Fixed weird results from setting the LOD Distribution too low
testing it now! but what point cloud format to drag to the content? Doesnāt really show in the description
Hi!
Did you get my email with instructions? If so, did you manage to solve your problem?
Hello . Fantastic work with the plugin. Would you give me your thoughts about the current recommended point count / scan file size for the plugin? We have some gigantic monsters that do not seem to play nice. Would you say the sweet spot is 20 million points files? Can it go 400 million? It is rather awesome to see the scans inside Unreal.
Point Cloud Plugin v0.5.2
Release Notes
Fixes
- Changing processing parameters will now also re-calculate transformations
- Fixed interference with LODs when applying scale to component
- Import All now checks for an inconsistent header and column definitions
- Fixed crash when selecting the same column multiple times during import
- Setting the offset method to **FirstPoint **will no longer select disabled points
Hi and thanks for the feedback
The current limitation of v0.5 is its necessity to pre-allocate data into VRAM, hence once you hit that cap it will refuse to render more or even crash. Data is being loaded while the cloud is set as visible, therefore splitting one large cloud into many small ones will not work around that limitation (unless you can manually toggle the visibility of irrelevant clouds - but that may cause momentary stuttering).
Using sprites as render mode requires 64 bytes per point, hence, for example, 100M cloud will require ~6GB VRAM for the cloud alone. You can enable Low Precision mode to effectively reduce the space requirement by half, at the cost of precision (the larger the cloudās bounds, the more notable it will be).
There shouldnāt be any noticeable performance difference between, say, 100x 1M clouds and 1x 100M cloud (there will be more draw calls, but should still be well within acceptable range).
Iāve implemented GPU data streaming for the v0.6, but itās not optimized yet. You can load significantly larger clouds (Iāve tested it with one 200M+), but expect the performance to be around 2/3 of the v0.5.
Hope that helps a little
Hi!
iām trying to download the plugin but the download links doesnāt work. Any idea?
THX!!
Hi,
Strange, Iāve just tested all of them, and they appear to work correctly.
Can you tell me which one doesnāt work for you? :)āāāā