R&D - Point Clouds

I've been doing a lot with point clouds over the past 1.5 years, mainly to create microbot assets for the Intopolis game. 3D scanning, fractal generation, timeforms, and other procedural techniques are all being employed to generate assets. I have commissioned custom Python code and Rhino scripts to generate volumetric ones because there was no current way to do it with the existing tools (barring maybe Houdini).
I have been a bit obsessed...

An experiment in rendering volumetric point clouds.  
650 million points, represented as spheres, rendered really quickly in V-Ray!

An experiment in rendering volumetric point clouds.
650 million points, represented as spheres, rendered really quickly in V-Ray!

An experiment in clipping point clouds with a custom Python script and rendering with normal geometry.

An experiment in clipping point clouds with a custom Python script and rendering with normal geometry.

Playing with different point sphere sizes.

Playing with different point sphere sizes.

Here I squished the point spheres and added a "snow" compound material (World Z falloff gradient).

Here I squished the point spheres and added a "snow" compound material (World Z falloff gradient).

Playing with Camera Z falloff maps, applied to each point sphere.  Strange effect!

Playing with Camera Z falloff maps, applied to each point sphere. Strange effect!

A visual test for the "gel" that coats some of the microbot assemblies in the Intopolis world.

A visual test for the "gel" that coats some of the microbot assemblies in the Intopolis world.

Custom Python script for generating volumetric point clouds.

Custom Python script for generating volumetric point clouds.

A test scene made with custom C# and Python.  The original objects were 3D scanned.

A test scene made with custom C# and Python. The original objects were 3D scanned.

Close up of the Rhino test ground, I just really like the abstraction, here.

Close up of the Rhino test ground, I just really like the abstraction, here.

This volumetric cloud was generated from a sketch I did of a monster face.

This volumetric cloud was generated from a sketch I did of a monster face.

Generating an object with a small 3D flame fractal tool.

Generating an object with a small 3D flame fractal tool.

Volumetric voxel look, the "lattice" pattern isn't right for my world but I still like the look.

Volumetric voxel look, the "lattice" pattern isn't right for my world but I still like the look.

Representing points as sprites in UE4.  Very lightweight.

Representing points as sprites in UE4. Very lightweight.

I've been 3D scanning like crazy to make raw material.

I've been 3D scanning like crazy to make raw material.

This is actually derived from a 3D scan of a succulent!  I converted it to a mesh with vertex colors and smeared it around,

This is actually derived from a 3D scan of a succulent! I converted it to a mesh with vertex colors and smeared it around,

I've fallen in love with volumetric point clouds because they are like digital geodes, or millefiori polymer clay canes!

I've fallen in love with volumetric point clouds because they are like digital geodes, or millefiori polymer clay canes!

I commissioned custom scripts in Rhino in order to be able to make this kind of thing.

I commissioned custom scripts in Rhino in order to be able to make this kind of thing.