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Point Clouds

A Point Cloud object renders a surface or volume as a field of individual 3D points. The position, colour, and size of each point is determined by the cloud’s Input Mode and Render Mode, with optional displacement applied via the Point Cloud Displacement card.

  1. Add a 3D track
  2. In the Inspector, click Insert 3D Object → choose Point Cloud
  3. A default point cloud appears in the scene

Each point cloud has an Input Mode that determines where its point positions and colours come from. Select the mode using the tab bar at the top of the point cloud inspector.

ModeDescription
PLY FileLoad one or more .ply point-cloud files via a playlist
TextureSample a live track texture for XYZ positions (mapped via channel pickers)
SolidGenerate a uniform grid of points (no external file)
TextRender text as a cloud of points
LiDARStream a live point cloud from a connected iPhone over your local network
ChladniSimulate Chladni nodal patterns driven by your audio input, with frequency and mode shapes responding to the music in real time
Audio XYPlot live Lissajous figures in 3D from your audio source
RadialConcentric ring spectrum with waveform shimmer, rising bars, and Gaussian profiles — responds to audio and synth tones

Connect your iPhone over your local network to stream a live point cloud directly into the track. The inspector shows your Mac’s local IP address for quick setup, and includes a link to the setup guide.

Both modes include a built-in audio source selector inside the input mode panel so you can pick the audio input without leaving the 3D inspector.

The Mode selector controls how each point is drawn:

ModeDescription
PointsClassic pixel points with a Size slider
CubesVolumetric cube sprites
SpheresRaymarched sphere sprites
SurfaceTriangulated mesh surface
Scan LinesHorizontal or vertical scan-line slices

Points and Cubes modes have a Noise Bits section that breaks up the uniform look of a cloud by giving individual particles their own size.

ControlDescription
DensityHow much of the cloud is affected — up to roughly the top 1% of points
Max SizeHow much larger affected particles become
Shape(Cubes only) Gives every particle one of four silhouettes — a long thin needle, a flat plate, a blade, or a chunky chip — at a random orientation, turning the square specks into organic grit and dust

Shape works on the whole cloud, not just the particles Density selects, and it never changes how large a particle is — only its outline. Sweep it up from 0 and the squares round off, stretch, and take on their silhouettes. It is only available in Cubes mode.

The default camera lets you navigate freely through the scene. Click the canvas to capture the cursor, then use WASD + mouse to fly. Click again to release.

Switch to Orbit mode to rotate around a fixed point in the scene — useful when you want to frame a cloud from a distance and rotate around it. Fly-through mode is also available within orbit camera; click the canvas to enter it and click again to exit.

Each point cloud has a Material section and a full post-processing chain:

  • Color — base tint applied to all points
  • Pixel Mix — blend between the material colour and the source pixel/vertex colour
  • HSV Colorizer — spatially remap hue, saturation, and value across the cloud

Point sprites use physically based lighting with luminous rendering, linear shading, and per-sprite sphere gradients. All lights in the scene cast proper shadow maps, including soft shadow penumbras calculated from the actual scene bounds.

Point clouds compute ambient occlusion from particle density, adding real depth and shading to your scenes.

The Camera tab contains a full filmic post-processing stack:

EffectDescription
TonemappingHDR ACES resolve — clean highlights and natural-looking glow via a high dynamic range linear render pipeline
Volumetric God RaysAtmospheric light scatter rays
Anamorphic BloomWide-format lens bloom
Mip-Chain BloomMulti-scale bloom that layers naturally across the full scene

A gather-based Depth of Field effect is available in the Camera tab under the Lens section. Adjust Focal Distance and Aperture to bring a specific depth plane into focus.

For PLY-based clouds, point count is set by the file. Use the Resolution downsample option (Full, 1/2, 1/4, 1/8) in the PLY DATA section to reduce draw count. For Solid mode, the Grid size directly controls point count. The GPU can handle millions of points at 60 fps on modern Mac hardware with Metal.