Points

A points collection is a cloud of positions, the simplest visual collection, and the thing you scatter, simulate and instance onto.

What a points collection is

A points collection is a collection where every row is a single point in space. Each point carries @P and @id without anything having to create them, and can hold any other column: @Cd for colour, @pscale for size, @orient for a facing direction, a velocity, an age, a custom value.

There are no faces and no connections between points. Join them into faces and you have Geometry (meshes). String them into strokes and you have Curves (lines & paths).

Where points are used

The same node covers a single point: leave its input unwired and it emits one, at the position you set.

Sprites

A point can carry a raster as its texture, and then it draws as a small textured quad in the scene. That is a sprite: the value on the wire is points, and the image is an attribute they hold. Thousands of textured points draw as thousands of billboards or cards at little extra cost.

A sprite is textured points. An impostor is a raster holding a 3D look. The two look similar and are different types. See Sprites, impostors & billboards.

Gotchas

A loose points cloud handed to a node that expects a mesh has no surface to work with, so there is nothing to bevel, fill, or shade as a solid. Hover the socket to read what is on the wire, and build or convert to Geometry (meshes) first.

Drive per-point size with @pscale and per-point facing with @orient rather than scaling or rotating the whole cloud. Every instance then varies on its own. Once a transform has been applied to the rows the size moves house: it becomes @scale, a value per axis on the row's placement, and the old @pscale is removed rather than left behind to disagree. Anything asking for one number reads the mean of the three axes.

See also