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.

Settings Asset.jpg

Point Count
Number of points contained by this cloud.

Node Count
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.

Bounds
Overall size of the area covered by this cloud.

Data Size
Shows estimated size of the point cloud data, including any support data structures.

Source Path
Specifies the source file to use when re-importing this cloud.

Adjusting Cloud Settings (Component)

Settings Component.jpg

Materials

Custom Material
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.

Lighting

Cast Shadow
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.

Performance

Point Budget
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.

Appearance

Point Size
Use to tweak the size of the points.

Set to 0 to switch to 1 pixel points.

Color Source
Specifies which source to use for point colors.

  • Data
    Uses imported RGB data

  • Elevation
    The cloud's color will be overridden with elevation-based color

  • Position
    The cloud's color will be overridden with relative position-based color

Point Shape
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.

Color Adjustment

Saturation
Affects color saturation.

Contrast
Allows tweaking per-component contrast

Gamma
Works as a multiplier for the gamma correction.

Gain
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.

Offset
Applied additively, 0 being neutral

Color Tint
Tint to apply to the cloud.

Intensity Influence
Specifies the influence of Intensity data, if available, on the overall color.