Points node

Poisson Points

Scatters points at random but never closer together than Min Distance — blue noise, the “random yet evenly spread” look. 2D only: the cloud fills a Width × Height rectangle centred on the origin, every point at Z = 0. Attempts is how hard the sampler tries around each point before giving up on it (higher = denser packing, slower). Seed replays exactly.

Inputs

PortTypeDefault
WidthWidth of the rectangle the points fill, in Grafit units, centred on the origin. 2 spans the short edge of the viewport (−1 to +1).float2.0
HeightHeight of the rectangle, in Grafit units, centred on the origin.float2.0
Min DistanceThe guarantee: no two points ever end up closer together than this. It is what makes the scatter read as organic rather than clumped, and it also sets the density — halving it roughly quadruples the point count. Small values on a large rectangle get expensive fast.float0.15
AttemptsHow hard the sampler tries to place a neighbour around each existing point before giving up on it. Higher packs tighter and costs more; 30 is the classic value and is plenty for almost everything. 10 leaves visible gaps, 50+ buys very little.int30
SeedChanges the scatter without changing its character. The same seed always replays exactly the same cloud, so a patch looks identical every time it opens — cable an LFO or a Counter here to reshuffle on cue.int0

Outputs

PortType
Pointsstructure
Countint

How It Works

Poisson Points scatters points at random but never closer together than Min Distance. That constraint is what produces blue noise: the "random yet evenly spread" look, with none of the clumps and holes that a plain uniform random scatter always shows.

The sampler works in 2D: the cloud fills a Width × Height rectangle centred on the origin, and every point sits at Z = 0. Attempts is how hard the sampler tries to place a neighbour around each existing point before giving up on it — higher values pack the plane more densely and cost more time. Seed replays the same scatter exactly.

The point count is not something you set; it falls out of the area and the minimum distance. Count reports what you actually got.

Use Cases

  • Natural-looking scatter — Trees, stars, freckles, confetti: anything that should look random but not clumpy.
  • Even sampling — A base cloud for Plexus, where clumps would produce a tangle of short connections.
  • Stipple and halftone — Combine with an image mask to keep only the points where the picture is dark.
  • Particle spawn positions — An evenly spread birth cloud reads far better than a uniform random one.
  • Instance layouts — A Replicator stamping a shape per point gets a pleasing, non-gridded arrangement for free.

Tips

  • To get more points, lower Min Distance — do not raise Attempts. Attempts affects how thoroughly the space is filled at a given spacing.
  • Width and Height are in Grafit units, where the shorter edge of the render output spans 2 units.
  • Change Seed to re-deal the same distribution; keep it fixed so a project opens the same way every time.
  • For a 3D scatter, place the 2D cloud and displace Z with Point Animation or a Noise field.
  • Very small Min Distance with a large area is expensive — the sampler is O(points).

Open Poisson Points in the interactive catalog →

Poisson Points is one of 381 nodes in Grafit Pro.

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More Points nodes