Hello welcome back to venezuela in this episode i want to show you the difference between a static ply and an animated ply that you can import into blender so i'm using blender 3.1.1 the 3.2 mic comes with the custom ply but basically i'll show you okay this is the custom ply one.

And you can simply import any static scan for example this one with this one i i was using sitescape app on the iphone okay it comes like this just like a vertices it doesn't render yet you need to switch to cycles.

Let me say very quickly this is a static point cloud and i will try to fix the alignment this is basically like a like a flower that stack kind of like decorations in the city and you can clean up the points we can do that a bit later but i will.

Create a material for this and i need to use geometry nodes turn the mesh to points okay this will actually render we just don't have the color yet the point might be too big okay.

And we need to assign the material set material assign the material we just created and if you want to observe the spreadsheet the point cloud should have call this is a custom color this is not actually vertex color we don't have which is a cortex color.

But we can use it in the shader under attribute just type in call plug the color there and we should have our point cloud and we can give it some light um yeah.

And if you want to get rid of some of the points at the bottom usually i go to the top view go to edit mode and i will use b selections just to cut around this.

And just delete do it for the seas you might you want you might want to turn on this x-ray mode because sometimes some points is just overlap flapping and you want to just delete it it's something like that you can you can.

Also use different tools like lasso tool select lasso and you just select something like that okay you can you can do it like this select your objects and then command i to invert it and delete the.

Rest so we have our objects we can play around with this make the radius maybe smaller or bigger you can play with the shader itself metallic roughness or you can even make it like a balloon turn on transmission so it's kind of like transparent.

So a lot of potential there so if you want to have uh so you don't need to do this again and again actually you can just import another ply for example uh for example my hand from the other day.

Normally it was kind of tricky tricky to import things and then assign it but once you create created one of the material you just need to assign the geometry nodes and it should be good to go you have this balloony.

Type uh oh you can pass the radius outside so you can control each one of them separately now you can see my hand on the keyboard is all the point cloud taken using the iphone there there are a couple of apps that's able.

To do this sidescape and there's also every point there's also i think record record 3d and haggis if you have like a sequence of animated point cloud you can use a record 3d app it's a highly recommended so this is one example.

I took this dancing performance of these teenagers and then they're doing doing this dance ddr dance on the machine and i just capture it using point cloud you can see it's animated you can see the cycles x on this version of blender is really.

Fast so it can load this i think around 50 gigabyte no no it's maybe 5 gigawatt i don't know how many point clouds here but it captured the actions um of the any of the it captured the whole scenes.

Up to five meters and turning it into point cloud and my setup using geometry nodes is like this so using the frame number compare it with the index of every instance under collection so we i we have like multiple ply here i just put it inside collections okay and then.

Capture the attributes index and then compare it with the frame number so i basically delete delete everything else that's not on the so you can see okay it's the geometry is actually changing and being deleted on the fly.

Based on this setup and then as a result just convert that instance into points i also use this merge by distance this is actually a handy thing to do you can merge and get less points so it's kind of like reducing the number of points on the fly.

And i randomize the points so you can use the same technique um so let me try to show you file import ply downloads.

Where is it it's a it's a bunch of ply let me grab 10 of them so it's importing multiple ply this might take a while actually one of each one of them is 10 megabyte if you have 100 it's gonna be one point it's like one gig it's gonna store everything into the ram.

Into blender and then you can then convert each one of them into a point cloud that you can render i should have just imported five yeah but this this takes a while hopefully it's finished soon okay we got this point cloud all right i need.

To i think i need to fix some of this anyway let's save let's say very quickly when cloud animated i'm going to append the nodes from the other setup so instance flipbook.

Just append it hopefully it doesn't bring everything oh it's actually it brings everything into the stage one thing you don't want he's gonna delete this collection i think delete.

Hierarchy delete collections we're gonna lose everything you know put this into new collections and name it collection 2 create a new cube assign the geometry nodes.

And just assign this instance flipbook take a look at the geometry node setup i'm gonna point it to point this into collection number two and the flip book should be ready i think there's also rotate 90 degrees inside this so it's pretty handy it comes with everything including the material.

So our point cloud should just came so 10 frames 10 frames of point cloud ready to be rendered using cycles so this is the camera where where i was standing and capturing the.

Performance take a look at this and give it some light so this is this is the cool thing about point cloud you can render this as a sphere and it actually casts a shadow there's some extra objects there oh that's the original you can hide it.

So we basically so this is done and ready to be rendered so here so once again we have collections of ply imported each one of them is a single like a simple different objects geometry and it's going to act like a flip book.

It's going to look at the frame that we currently in compare the frame with the index of the instance of the geometry and just delete everything else that's not on that frame then the rest of them is simply convert into points just merge by distance if you want to.

Have less or you want to have more points set the point radius if you want to just give like some randomizations and set the material and you're done just play around with the materials should be good usually for the objects.

I'm rendering i'm just going to assign it with the material we are using so we can just quickly jump into the materials and let's see here i'm experimenting experimenting with metallic and roughness.

If you don't want any of that if you just want to render the emissions just plug the color into emissions and just plug this into the surface should be good to go this is capturing animated.

Point cloud so this could take a lot of memories normally when dealing with point cloud i if it's like a static like a like an environment like if you go down the stair you capture the whole building.

Point cloud is real
ly good for that it's it's giving you like a it's not two details but you kind of get the the space so i think it's really good for for background for performance like this if you are actually using the front and the front part of your.

Iphone the true depth let's give you more details but uh that's actually good for like a face time using point cloud if you use like uh like a record 3d app but uh yeah but it's just a quick demo so you can use the like animated one this is using the lidar so it's.

So i was standing there with my iphone and capturing this within five meters whatever within five meters so this is the result it's pretty cool that you can just play back this anime animations uh this is like 15 frame per second i think.

It's kind of giving like a kind of abstract result okay so yeah that's basically it hopefully you find it useful thanks again for tuning in and i'll see you next time thank you bye