Procedural 3d scan points cloud to mesh in Geometry nodes - Blender tutorial ENG
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- Опубліковано 5 лют 2025
- Reliable geometry nodes asset to convert imported 3d scan points cloud to a colored mesh. Made in Blender v. 4.2.3
📥 Get it on Gumroad: andreaciani85....
00:32 Flow of import
03:10 Import PLY in Blender
03:53 Clean vertices by distance
07:02 Clean vertices by quality
09:46 Merge by distance
10:35 Vertices to points
12:48 See the quality attribute
13:41 Points cloud to mesh & menu switch
16:51 Transfer color in the mesh
19:27 Restore position of the mesh
21:45 Smooth the mesh
22:22 Make the asset
22:41 Measurements and thoughts
24:13 Color adjustament
24:36 Outro
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you sir are a legend
Dear @andreheynes9027 I feel flattered, thank so much for your compliment!
@@andrea_ciani your content is very good and very technical it is helping me a lot. I am actually busy with a slightly different method to get a mesh from a point cloud but i have a long way to go as i am still learning geometry nodes. I have managed to map the points of the point cloud to a plane so far on horizontal areas and trying to get the vertical faces the same for example from a point cloud of a building. But yeah thanks again your content is helping so much
@@andrea_ciani also have you looked into the delauney triangulation method yet, there is a good video on it by Seanterelle. Though it would be nice to see it work on a 3D point cloud and not just 2D.
@@andreheynes9027I’m happy to hear that! Good, step by step I’m sure you will be able to learn GN at all 🙂
@@andreheynes9027I’m honest, i didn’t see that video. I’m going to watch that video thank you and who knows, maybe I will post a tutorial to make it work in a 3d point cloud 🙂
Amazing! Thanks for the tutorial, very well explained :) one problem I often encounter with my scans is the lack of data around square tubes. Would you think geometry nodes could somehow generate these points?
Thank you peturmcgavin8626! About your problem unfortunately i don’t think GN could automatically fill the empty part but you could add some tubes manually and join them together with the final point cloud converted in mesh. This would be my suggestion 🙂 I know, the missing of points is very frustrating..
@@andrea_ciani yes exactly, that's also my workflow. I take the scan to a CAD software and work with piping and framing ther. Nontheless, your method will greatly improve the point cloud. Have you tried this with larger scans?
@@peturmcgavin8626 I used it for a point cloud of 2 million of points and the result was great, a bit of waiting but with the bake node all is more easy to manage at the end 🙂
For more amount of points i always suggest to divide the point clouds in more parts to be able to manage them in Blender more independently and in a more smoothed way so, more import in Blender before applying the GN modifier.
Hi, Thanks for the video. You are awesome. I will check out your other videos aswell. Just a quick question, If I bake the mesh, it still won't have any faces and edges right?
Thank you @halolajas so much for your comment! I hope the other videos will be useful as well.
For the question if you mean the applying of the GN modifier, you will still have the final faces and edges.
I you mean bake the textures like another user in these comments (Nickname user-un1vs8hi9n) this was the solution i gave to him:
To sum up you need to bake the Col attribute following these steps:
1 - Apply the GN modifier to have an unwrappable geometry
2 - Unwrap the mesh (i suggest to use the Smart UV unwrap method but you can use whatever you want)
3 - Go in the shading editor and add an Image Texture node, create a new image with your preferred values (i suggest you to disable the Alpha check).
4 - Link Col attribute in the Base color of a Principle BSDF as my video tutorial (i suggest you this way to be able to follow the next steps)
5 - Select and keep selected ONLY the new Image Texture Node made before in the Shading editor
6 - Choose the Cycles engine to be able to bake something
7 - Go in the Bake section of the Render properties tab, choose the Diffuse as the Bake type and disable the Direct and Indirect checks leaving only Color
8 - I suggest you to decrease to 5 px or 2 px the Size value of the Margin subsection of the Bake section
9 - Press the Bake button, wait and you should have the image texture with the right colors. Save the image or pack it in the blend file itself with the menù File->External Data->Pack resources.
10 - In the shading editor link the image texture in the Base color of the Principle BSDF shader and now you can export the mesh in obj, fbx or others
@@andrea_ciani That was quick, I will try. thanks a thousand times.
@@halolajas You're wellcome!
Seems very interesting. But I'm still on your last video =D. Anyway, thank you!
Ahah, thank you too Marcos! Take your time 🙂
hey, thanks for the video ! i have an issue, i can't find the "index of nearest", could you help me with that ?
You’re welcome @axelduchemin4897! About your issue what version of Blender are you using?
very good job . i am trying to export the mesh but i am not getting the texture , i tried to bake it , alsao i could not . please can you explain how to export the mesh with texture
Hi @user-un1vs8hi9n! First of all thank you for your feedback!
About exporting the mesh you need to bake the Col attribute following these steps:
1 - Apply the GN modifier to have an unwrappable geometry
2 - Unwrap the mesh (i suggest to use the Smart UV unwrap method but you can use whatever you want)
3 - Go in the shading editor and add an Image Texture node, create a new image with your preferred values (i suggest you to disable the Alpha check).
4 - Link Col attribute in the Base color of a Principle BSDF as my video tutorial (i suggest you this way to be able to follow the next steps)
5 - Select and keep selected ONLY the new Image Texture Node made before in the Shading editor
6 - Choose the Cycles engine to be able to bake something
7 - Go in the Bake section of the Render properties tab, choose the Diffuse as the Bake type and disable the Direct and Indirect checks leaving only Color
8 - I suggest you to decrease to 5 px or 2 px the Size value of the Margin subsection of the Bake section
9 - Press the Bake button, wait and you should have the image texture with the right colors. Save the image or pack it in the blend file itself with the menù File->External Data->Pack resources.
10 - In the shading editor link the image texture in the Base color of the Principle BSDF shader and now you can export the mesh in obj, fbx or others
Enjoy! 🙂
@@andrea_ciani i loved the way you work with blender and i decided to build my experience in this software through your channel. i really appreciate your answer. thank you very much sir
@@user-un1vs8hi9n thank you very much for your comment and trust! I hope you will enjoy following my content and you will find them useful!
hi, does the download file in gumroad include the model like the video? I just see a plane, just wondering.
Hi! Yes, it's correct, the downloadable file contains only the geonode setup and not the mesh for copyright reasons.
You can import your point cloud data and then add the geometry node on it.
@andrea_ciani ok, understood