NOTE for pre-v0.6 users
One of the major changes brought by version 0.6 of the plugin is movement of almost all of the options from the Asset Settings into Component Settings.
Another large change is the dynamic handling of the data, which no longer requires rebuilding the asset after setting adjustments have been made. This led to a much simplified User Interface.
Adjusting Cloud Settings (Asset)
You can open the detailed settings of any cloud simply by double-clicking on the asset.
Number of points contained by this cloud.
Number of nodes contained by this cloud. Each node represents a section of the point cloud inside a hierarchical octree structure, used by the Level-of-Detail system.
Overall size of the area covered by this cloud.
Shows estimated size of the point cloud data, including any support data structures.
Specifies the source file to use when re-importing this cloud.
Adjusting Cloud Settings (Component)
Allows you to provide a custom material to apply to the cloud. Should be compatible with all standard UE4 materials.
Set to None to use default material.
This will enable this point cloud instance to cast dynamic shadow onto other elements inside the level.
Enabling this option may incur significant performance cost.
The Level-of-Detail system uses a point budget approach to maintain steady performance levels irrespective of the cloud density variations. This setting determines the maximum number of points to be visible on the screen at any given time.
Higher values will produce better image quality, but will require faster hardware.
Screen Center Importance
Increasing this value will allocate higher percentage of the point budget towards the center of the screen. Raising this value too high may start producing artefacts near screen edges. Particularly useful for VR scenarios, where edge vision is compressed and less fidelity is noticeable.
0 to disable.
Minimum Screen Size
Determines the minimum screen size for the node to be rendered.
Lower values will produce farther view distance, at the cost of higher CPU usage.
Use to tweak the size of the points.
Set to 0 to switch to 1 pixel points.
Specifies which source to use for point colors.
Uses imported RGB data
The cloud's color will be overridden with elevation-based color
The cloud's color will be overridden with relative position-based color
Affects the shape of points.
Elevation Color Bottom
Specifies the bottom color of the elevation-based gradient.
Elevation Color Top
Specifies the top color of the elevation-based gradient.
Point Size Bias
Larger values will help mask LOD transition areas, but too large values will lead to loss of detail. Values in range 0.035 - 0.05 seem to produce best overall results.
Affects color saturation.
Allows tweaking per-component contrast
Works as a multiplier for the gamma correction.
Controls the Emissive component strength. Useful to create Bloom and light bleed effects.
If set to 1 or higher, this will effectively convert the material into an Unlit material.
Applied additively, 0 being neutral
Tint to apply to the cloud.
Specifies the influence of Intensity data, if available, on the overall color.