Pointcloud in render a lot less dense than in viewport

As title says. Pointclouds in the viewport are a lot denser than in render. I maxed out all possible sliders (performance, LOD) but I can’t get the same amount of points in render.

Are you using the native PointCloud node? Check if “Fixed in Rendering” is active; if so, disable it.

Yes using native pointcloud. Fixed in rendering on or off doesn’t matter, but I notice that anything after LOD 30, doesn’t change the amount of points visible anymore. This is a pointcloud with about 11 000 000 points if it would matter.

Seems fine on my end with 28 M points (viewport set to view 200K, so as to better compare) .ply on my end. Mind if you send me that .ply?

Hi Aleks, thanks for checking I have sent you the LAS file. Submission ID# LS3B-DWK9

This point cloud is huge; I’m getting raycast warnings (Warning: Scene is too far away from origin, possible raycast errors.)

Try scaling it down to 10% and check if viewport/render points match.

Yeah it’s quite big in size, but only 11M points. It will load in at its world coordinates which are far away from origin, but I’ve centered the PC to origin prior to this post so I’m not having those warnings and my scene size is in meters. I tested by scaling it down still the same result.

But then I was checking some things and it turns out it’s the shader. And the fact that there seems to be a front and backside to the particles.

When I use a regular MTL with Doublesided enabled, and the PcloudColor in the illumination slot, it kind of works (showing all points), but most points turn white, maybe something with compensate exposure not working anymore for double sided. No idea.

When I use the VrayLightMtl from before in a 2sidedMTL with no translucency it also kind of works but the points are semi translucid, but all colored kind of correctly

Here are the 3 shaders I used. Scene attached.

I’m trying to get the result I have with VrayLightMTL but for all points of the pointcloud.

PCloud.zip (156.9 KB)

VrayLightMtl (Compensate exposure)

VrayMTL (2Sided, Compensate Exposure)

Vray2SidedMTL (from VrayLightMtl, no translucency)

(lower exposure)

Interesting. It is indeed related to the backface of the points; the VRayLightMtl’s “emit from backside” doesn’t seem to work for this particular setup. Proof is that the single-sided VRayMtl with self-illumination equals the VRayLightMtl variant.

You’ve forgotten to set the diffuse to black (judging from your screenshot): that’s why the VRayMtl variant is greyish.

The reason it worked for me in the first place is that I didn’t apply any shader (just used True Color in the Point Cloud settings).

EDIT: Logged as VMAX-15755.

Aaah yes I seem to have forgotten to put diffuse to black. That gives me the desired result. But something is indeed off with some of the other workarounds.

TrueColor also works but no control over the brightness that self illumination gives.

Thanks for the help.