Splat Surface Material

You can use this material to represent point clouds as closed surfaces.

In NUBIGON, you can assign each point cloud a material. When opening a point cloud, a default Splat Surface material with the same name as the point cloud is created and assigned to the point cloud. You can view, edit and re-assign materials from Object Inspector > Material Attributes.

The assigned material is displayed under Select material. To assign another existing material, select from the dropdown menu. To create and assign a new material, click +

Material Size

Size controls the “closeness” of a point cloud. Avoid overly large size values.

Display Modes

NUBIGON features four main display modes.

  • Point color uses the RGB information of the point cloud for a colored display. 
  • With Object color, you can assign the point cloud a custom uniform color.
  • Elevation colorizes the point cloud within a range of elevation using a color scale. The range of elevation can be customized from the boxes Max. elevation and Min. elevation.  
  • Intensity colorizes the point cloud within an intensity range using a color scale. The range of intensity can be customized from the boxes Max. intensity and Min. intensity.

For elevation and intensity display modes, users can select one of the pre-defined color scales from the Color scale dropdown menu or generate a custom one by clicking +

Shaded & X-ray View

Checking the box Shaded renders a point cloud in a shaded mode. Shaded view is compatible with all main display modes.

To introduce transparency, check the X-ray view. It is compatible with all main display modes. Exposure in the scene is automatically adjusted, and can also be customized using the White point parameter. When using x-ray view, you might need to increase the GPU cache and decrease Minimum coverage to boost the viewport render quality. Beware, this might slow down the rendering.


Checking the box Smoothing improves visual quality. Smoothness represents the roughness of the surface. A small value makes for a rougher appearance, while a large value suggests a smooth surface.

TIP: We recommend to start with a small smoothness value, and marginally increase it until the desired smoothness is achieved. An overly large smoothness value will blend colors with the background.

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