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Mesh to Point Cloud

Sample the surface of a 3D model into a point cloud in your browser and export PLY or XYZ.

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Click to browse or drag & drop files here

Select a 3D model — GLB, glTF, OBJ, STL, PLY, FBX, DAE, 3MF or OFF

Accepted: .glb,.gltf,.obj,.stl,.ply,.fbx,.dae,.3mf,.off,.vtk,.wrl

grain SamplingUniform by areaVertices onlySamples are spread across triangles in proportion to area, so spacing is even however uneven the tessellation is.Triangles smaller than one sample's worth of area round down to zero, so the final count can be a little under the target.Binary PLY is far smaller and is the only option here that carries normals. XYZ is plain text: X Y Z, plus R G B when colour is on.Transfer coloursVertex colours are interpolated across each triangle; models without them fall back to the material's base colour. Texture maps are not sampled.Write surface normalsInterpolated from the mesh's normals, or taken from the face when it has none. PLY only — an oriented cloud is what Poisson reconstruction elsewhere will ask for.

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Turning a model back into points

Point-cloud software speaks points. If what you have is a mesh — a CAD export, a game asset, a scan someone already meshed — you need to sample it first. This free online tool does that in the browser: load a mesh, choose a density, download PLY or XYZ.

What it is useful for

  • Test data for registration, segmentation or reconstruction code, with known ground truth
  • ICP and alignment pipelines that only accept point clouds
  • Simulating a scan of an object you already have as a model
  • Feeding LiDAR-oriented tools with something they can open

Uniform by area, or vertices only

Uniform by area is the default and almost always the right one. Each triangle receives a share of the sample budget proportional to its area, and samples are placed inside the triangle using barycentric coordinates with a square-root correction that keeps them from bunching at one corner. The result has even spacing over the whole surface, whether the model is a dense organic sculpt or a flat wall made of two triangles.

Vertices only takes the mesh's own vertices and nothing else. It is instant and exact, but the density follows the modelling, not the geometry: a smooth curve may carry thousands of vertices while a large flat panel carries four.

Sampling is deterministic. The random numbers come from a seeded generator, so running the tool twice with the same settings gives you the same cloud — which is what makes two exports comparable at all.

Colours and normals

Where the mesh has vertex colours, they are interpolated across each triangle with the same weights as the position, so the cloud keeps the model's shading. Where it does not, the material's base colour is used. Texture maps are not sampled — bake a texture down to vertex colours first if you need it.

Surface normals are optional and are written into PLY files. An oriented point cloud is what Poisson-style reconstruction in other packages asks for, and normals sampled from a real surface beat any estimated afterwards. XYZ has no column for them, so the tool warns instead of dropping them silently.

Reading the density figures

The result panel reports surface area, point count, density in points per square unit, and mean spacing — the square root of area divided by points. Spacing is the number that matters: it is directly comparable to the resolution of a real scanner, and tells you at a glance whether the cloud will support the feature size you care about.

To thin, crop or denoise the result afterwards, use the Point Cloud Processor; the Point Cloud to Mesh tool goes back the other way.