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 always carries two attributes for free: @P (where it is) and @id (its stable identity). On top of that it can hold any other columns you like — @Cd for colour, @pscale for size, @orient for a facing direction, a velocity, an age, a custom value.

That's all a point is: a position with some data attached. There are no faces or connections between points — it's loose dots, not a surface. (Join them into faces and you have Geometry (meshes); string them into strokes and you have Curves (lines & paths).)

When you reach for points

Points are the workhorse of procedural work. You'll meet them whenever you:

Need just one? sop.point gives you a single point to build from.

Points are how you make sprites

A point can carry a raster as its texture — and then it draws as a small textured quad in the scene. That's a sprite: the thing on the wire is points, the image is just an attribute they hold. Thousands of textured points become thousands of billboards or cards almost for free.

A sprite is textured points; an impostor is a raster that holds a 3D look. They feel similar but are different types. See Sprites, impostors & billboards.

Gotchas

Hand a loose points cloud to a node that expects a mesh and it has no surface to work with — no faces to bevel, fill, or shade as a solid. Check the kind badge on the wire; if you need a surface, build or convert to Geometry (meshes) first.

Use @pscale to drive per-point size and @orient to drive per-point facing, rather than scaling or rotating the whole cloud. Every instance then varies on its own — the natural way to get organic variety.

See also