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
| Port | Type | Default |
|---|---|---|
| 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). | float | 2.0 |
| HeightHeight of the rectangle, in Grafit units, centred on the origin. | float | 2.0 |
| 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. | float | 0.15 |
| 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. | int | 30 |
| 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. | int | 0 |
Outputs
| Port | Type |
|---|---|
| Points | structure |
| Count | int |
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.
Free download. Every feature for 7 days, no card. Then €99.99 once — or keep playing your projects as a Player.