Working with point clouds in computer graphics is becoming increasingly relevant. In almost any 3D software, whether it’s a game engine or DCC, there’s the capability to integrate and work with point cloud data. Usually, there’s no issue if we just want to visualize point clouds obtained from real-world scans like Lidar or photogrammetry or even import gaussian splatting data. For instance, in UE5, working with point clouds and gaussian splatts can be done using different plug-ins or Niagara. To achieve a flexible customization and handling of animated points, the Houdini-Niagara workflow is suitable. But what if we want to generate point clouds based on virtual geometry, such as meshes or 3D scenes, to create beautiful effects, transitions, or for any other purposes?