****************** Point Density Node ****************** .. figure:: /images/render_cycles_nodes_textures_point-density.png :align: right Point Density Node. The *Point Density* node is used to add volumetric points for each particle or vertex of another object. Inputs ====== Vector Texture coordinate to sample texture at; defaults to global position (*Position* output of *Geometry* node) if the socket is left unconnected. Properties ========== Point Data Where to get points from. Particle System Use each particle position from the specified particle system. Object Vertices Use each vertex position from the specified object. Object Which object's vertices or particle system will be used. Particle System Particle positions from this system will be used. Space The coordinate system for mapping points. World Space Map each point exactly where the source particle/vertex is. Object Space Fit the points from the source particles/vertices inside the bounding box of the object with the point density texture. .. TODO As far as I can tell this is how it works, but should be checked with a developer. Radius Radius from the shaded sample to look for points within. .. TODO Same as tooltip, this does not make much sense to me. Interpolation Texel filtering type. Closest No interpolation, use nearest texel. Produces blocky looking points. Linear Interpolate linearly between texels, producing soft, round points. Cubic Use cubic falloff, producing very soft points. Useful when points are very densely packed. Resolution The dimensions of the texture holding the point data. Color Source Which attribute of the particle system or mesh is used to color the output. Particle Color Sources Particle Age Lifetime mapped as (0.0 - 1.0) intensity. Particle Speed Particle speed (absolute magnitude of velocity) mapped as (0.0 - 1.0) intensity. Particle Velocity XYZ velocity mapped to RGB colors. Vertex Color Sources Vertex Color Use a vertex color layer for coloring the point density texture. .. note:: Vertex colors are defined per face corner. A single vertex can have as many different colors as faces it is part of. The actual color of the point density texture is averaged from all vertex corners. Vertex Weight Use a weights from a vertex group as intensity values. Vertex Normals Use object-space vertex normals as RGB values. Outputs ======= Color Texture color output. Density Density of volume. Examples ======== .. figure:: /images/cycles_nodes_tex_point_density.jpg :width: 200px Domain object with Point Density texture using vertices from ball as points.