Adjusting Cloud Settings (Asset)

You can open the detailed settings of any cloud simply by double-clicking on the asset.


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.

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.

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

Overall size of the area covered by this cloud.

Color Data
Describes the time of color information contained within this cloud:

None: No color data imported
Single channel data only (grayscale)
Full color information contained

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

Adjusting Cloud Settings (Component)

Settings Performance.jpg


Point Budget
The Level-of-Detail system implemented in version 0.6 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.

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.


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.


Render Method
Determines how to handle rendering of the point cloud.

Points: each point will be rendered as a single pixel, no matter the distance from the camera

Sprites: each point will be rendered as camera facing quad and will auto-adjust its size depending on the distance.

Lit: Makes the cloud react to light components of the scene.

Unlit: Forces the material to use Emissive output and completely ignore any lights and shadows. Slightly faster than Lit mode.

Intensity: Uses only Red channel when applying colors. If intensity data is not available, solid color will be used instead.

RGB: Uses all 3 channels of the RGB when applying colors.

Self-explanatory. Applied additively, 0 being neutral


Affects color saturation. 0 for grayscale.

Ignored if non-RGB rendering mode is selected


Tint to apply to the cloud.

Multiplies the final color output by the given value. Useful in combination with Unlit render mode to create Bloom and light bleed effects.

Color Override

None: No effect
Elevation: The cloud color will be overridden with elevation-based color
Position: The cloud color will be overridden with position-based color

Color Override Method

Replace: The color will simply be replaced with the overridden one
Multiply: The override color will be multiplied with Red channel (Intensity) of the existing color

Elevation Colors
These drive the color gradient when using elevation-based color override.

Sprite Size Multiplier
Allows fine-tuning of the sprite size. Helpful when attempting to overdraw the gaps between points

Ignored if Point rendering method is selected.

Sprite Texture
Texture to be used for each sprite.

Note, that each sprite has its own UV in the 0-1 range. Currently there is no built-in way to apply single spanning texture across the whole cloud – this is something that would have to be implemented as a Custom Shader.

Ignored if Point rendering method is selected.

Sprite Shape
Determines the shape of rendered sprites.

Square: Default, square shape.
Circle: Simple circle.
Texture: Alpha channel of the sprite texture (if available). Slowest.

Ignored if Point rendering method is selected.

Override Materials
Setting this will automatically replace the default material. To access the properties selected via the panel, use MF_PointCloudParameters nodes.

Only the first entry of the override material list will actually be used.

NOTE: if used in conjunction with Sprite rendering mode, make sure to assign WorldPositionOffset inside the material output otherwise nothing will be visible. Default shader uses the MF_PointCloud_SpriteTransform node.


Explicit Transform settings have been removed, and are instead merged with the transform of the component itself.