I wouldn’t turn this into a point cloud. You can probably do this entirely with the material properties of your renderer. A noise layer acting as an opacity channel for your materials should do the trick. Then you’re just adjusting the noise size to create the effect you’re after.
Could even render out a clown pass and do this post in Photoshop with layer masks (maybe using a brush that give a noise-like effect, or a fine spray etc.) and dial down the opacity. Use the clown to only select those regions you want ghosted and keep the background unaffected.
This is very interesting but im sorry i should of clarified, i guess im literally trying to convert it into a pointcloud so that i could move through/pan around the space in real time.
Cloud compare is pretty good for this. It gives you control of the density of the points (irrespective of mesh vertices) https://www.cloudcompare.org/
Navigation within cloud compare is frustrating, but it will generate pointclouds with colours and normals from textured meshes. It works in reverse pretty well too which is the more difficult problem
Ahhh amazing this is great, so i guess i have to just find a way to bake the lighting into the meshes textures. Do you know if this can be done in Vray/Rhino?
If you need more control over the density, you can even use TriRemesh to reduce the number of faces / vertices and get closest points of the original mesh with their colors…
Interesting! Assuming you have the point cloud already, how do you render it in v-ray? I really like how it looks in wireframe view as the points already include the specific shadow by their color, but since I am including other object I require the v-ray render. Unfortunalty it will create little spheres that drop a shadow. There does not seem to be a setting to adjust how v-ray would render point clouds specifically, right?