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"..." button: Browse Export plugins folder (only GLTF plugin is currently available)
Global Options
Read RGB: Reads (and outputs) RGB data
Read Intensity: Reads intensity values (gets converted as RGB *unless you have Both RGB+INT enabled, then its saved as separate .int file OR if packed color is also enabled, then XYZ+RGB+INT data is packed in same values)
Read Classification: Reads LAS Classification value (can be packed into XYZ+RGB+INT+CLASS)
Auto-Offset: Automatically offset points nearer to 0,0,0 (otherwise points are too far to display in Unity. It works by taking point cloud bounds as offset or using first point as a offset distance)
Auto-Offset mode: Takes offset value from: "min"=min from all bounds, "legacy"=first cloud min bound
Manual Offset: Offset cloud x,y,z coordinates by this value (this is done after x,y,z flips)
Scale: Scale point cloud values (if your data is millimeters, then use 0.001 scale, to convert into (Unity) meters)
Swaps Z and Y: Unity Y is up and often scan data is Z up
Invert X: Use this if you data is wrongly mirrored on X axis in unity *Usually needed when exporting GLTF files?
Invert Z: Use this if you data is wrongly mirrored on Z axis in unity
Maximum import point count: Stops importing after this many points. Can use this to test with smaller point amount first. (faster to iterate)
Skip every Nth point: Can be used to reduce point counts
With value 3, it would skip every 3rd line
Keep every Nth point: Can be used to reduce point counts
With value 3, it would only keep every 3rd line
Filter by distance: Keeps only 1 point within given range (in meters) (in imaginary 3D grid)
With value 1, it would only keep the FIRST encountered point per 1x1x1 grid cell
Maximum file count: When converting whole folder, can limit to first x files (good for testing settings first)
Randomize: Randomize point indexes, required for V3 tiles format and Dynamic resolution to hide points randomly per tile, otherwise your tiles would appear broken (big chunks would disappear, since points are in scanning order)
Open output folder: After processing, opens output folder in Explorer
Import metadata: Imports LAS (1.2) header metadata into JSON file (saves into output folder, outputfilename.json)
Read metadata only: If enabled with import metadata, then points are not processed, only reads and exports header data json)
Use random seed: If you want to use same random seed (mainly for debugging)
Use JSON log: (for commandline only, outputs console messages in json format)
Convert sRGB to Linear RGB: (usually needed for E57 files and probably GLTF exports too?)
Max Threads: When converting multiple files, uses this many threads (you can enter count value like 4 or by %, like 50% of available threads)
V2 & V3 options
Pack colors: Packs color values, improves performance in viewer (but can cause lower precision positions and colors). Requires using special packed material&shader in viewer (those that have name pack in the shader or material)
PackMagic: Optional color packing adjustment integer. Increase this value is you have large tiles and notice precision issues in colors. Default is 64. If your output looks less dense than original cloud, adjust grid size and packmagic values. Try to get good gridsize first, then start with packmagic=1, increase/adjust your gridsize until good density is reached, then if your colors are bleeding/overbright, start increasing packmagic value.
Custom intensity range: Use 0-65535 intensity range, instead of 0-255 (some LAS files have different ranges)
Detect Intensity Range: Attempts to detect if intensity values are 0-255 or 0-65k (and then scale output values accordingly)
V3 options
Minimum point count per tile: If tile has less points than this value, that tile is discarded. Good for removing tiles with stray points
Get Average timestamp per Tile: Calculates averaged scan timestamp from all points in that tile (data is saved into pcroot file)
Calculate overlapping tiles: Calculate overlapping tiles (data is saved into pcroot file, can be used to remove overlapping tiles)
Memory Limit: Limit maximum memory usage per thread (PCROOT only). Default is maximum available Per Thread. (if not enabled)
Shared options
Grid size: Splits point cloud into tiles with this size (in meters). If you have really dense cloud, you should try smaller values. If your cloud is really wide area, can try larger values. (so each tile is 20/50/100 meters). Tip: You don't want to have too many points (tens of millions) in single tile
GLTF Options
Use grid (split to grid): If enabled, uses the same splitting method as V3 tiles