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If the performance slider is all the way over to the left, then we probably won't get any points when we render in Arnold. To render in Arnold, we also need to pay attention to the rendering level of detail.
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It's got a default value of 0.001 meters, or one millimeter, and we can see that the points are very very small in the view port. To render in Arnold, currently we can't use this as pixel parameter, we have to render with a real-world scale. Alright, I'll set that back down to a value of one. I can increase that, and we can see that each one of those points is going to become a square. And the default is as pixel with a display of one pixel. We have point display, we can render as a pixel, or as a measurement in real-world size, or scale. Back in the modify panel, let's take a look at some of these parameters. Okay, so we can just position that, I'll close the scene explorer, grab the move tool, and get in closer in that perspective view, move that up, and then check it in the left view, get it close there and just position it so that it's just sitting directly on that pedestal. And now it's scaled down to 1/2 of 1% in all three axes. With it still selected, choose the select and uniform scale tool, and down at the bottom in the transform type in area, type in a value of 0.5 in the x-axis. It needs to be scaled down quite a lot in order to fit onto that pedestal. Let's put it in performance mode, and back out in the perspective view with Control + Alt + Middle Mouse, and we can see that it's actually quite large. And in quality mode, it's going to display all of the points. And in performance mode, it's going to attempt to call out points in order to improve the view port performance. And to sort of force it to display, you can play around with this level of detail setting. And it will actually load, but it doesn't always display immediately in the view port. Once again it's the Mandelbulb, and it's exported at a resolution of 1024 points on a side, so that's 1024 points to the power of three, and that's why it has a size of over 250 megabytes. I'll go up one level into scene assets, and I created a custom folder called point clouds, go in there, and here is the RCS document. I've placed my point cloud into the scene assets folder because that's really the best place for it. RCS is really the object itself, and RCP is more of a scene file definition. So there are two formats, RCS is actually the one we want. Click on that button, and we're taken to the scenes folder by default, and it's going to try to open up a ReCap document. But if you need to, you can open up the scene explorer, and just make certain that point cloud 001 is selected, then go into the modify panel, and you see point cloud source, scan file, and then a button, load point cloud. The point cloud is still selected, and I can tell because I can see an axis tripod. Click the point cloud button, and create it in the top view port, and click right on the pedestal, so we can center it on that pedestal, and then right-click to exit creation mode. Let's create the point cloud object in the create panel, under geometry, choose from the pull-down list, point cloud objects.
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It's a mathematical object known as the Mandelbulb, and I exported it from a free program called Mandelbulb 3D. Instead of scanned data, I'm using an algorithmically generated point cloud.
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I've already done that part of the exercise in the ReCap Pro application. 3ds Max 2018 can load and render point clouds that have already been processed and converted into the proprietary Autodesk ReCap format. This is a 3D data format common to scanners of various types, such as Lidar.
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It's not a mesh object, it has no surface, only points. A point cloud object is just what it sounds like, a collection of raw points.