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Cinema 4D
- New
LiDAR C4D
Point a camera at anything and watch it dissolve into data. LiDAR C4D scans your scene the way a real lidar would: sweeping, accumulating, leaving holes where the beam never reached. What you get is that unmistakable scanned look. And it renders in seconds, because it's just geometry.
LiDAR C4D
Cinema4D Particles RayCast Plugin
LiDAR C4D - Camera move into a point cloud
Drop in your scene, fly the camera through it, and bake a liDAR-style point cloud in a few clicks. No scanning hardware, no messy geometry conversion, no wrestling with particle setups. LiDAR C4D gives you that instantly recognizable scanned-world aesthetic - glowing scattered points revealing shape as the camera passes - straight inside Cinema 4D.
Built for motion designers who want the look fast: clean one-panel interface and a ready-to-render Redshift rig so you get a beautiful result out of the box instead of building one from scratch.
What you can get using LiDAR plugin:
Why you'll Like it:
- Fast setup. Point the camera, hit bake - the plugin handles the sampling and point generation for you.
- Redshift rig included. Pre-configured shading and rendering setup so points look great the moment you render.
- Camera-driven reveal. Points accumulate along your fly-through, giving that signature progressive-scan reveal with no manual keyframing.
- Color control. Built-in LiDAR_Color effector for driving point color across the cloud.
- Clean and user friendly UI. Everything you need on one panel - no digging through nested menus.
- Word-space grid snap. Lock points to a world grid for a crisp voxel look, or scatter them freely - switch between clean and organic in one click.
- Scan-line control. Row and column spacing let you thin the point grid into horizontal or vertical scan lines, dialing in that authentic sweeping-sensor feel.
- Ray path visualization. Optional camera-to-point rays render as glowing strands, showing exactly how the scanner "sees" your scene.
- Multiple output modes. Bake to real geometry, a Redshift point cloud, or an OBJ sequence for animated scans - pick whatever fits your pipeline.
- Non-destructive workflow. Your original geometry stays untouched - sample it as many times as you want, tweak settings, and re-bake without any cleanup.
Perfect for:
Sci-fi, tech, data-viz aesthetics, music videos, title sequences - anywhere you want that scanned, holographic, point-cloud world.
Motion graphics loops, abstract backgrounds, architectural fly-throughs, and glitchy transitions - turn any object or full scene into living data.
Great for logo builds, AR/VR concept work, projection mapping visuals, and cyberpunk environments - if it can be scanned, it can be reimagined as points.
True LiDAR occlusion
This is how a real lidar actually sees. Points aren't just sprayed onto every surface - they're cast from the camera as rays, so objects in front cast a "shadow" and block the ones behind them. Foreground geometry occludes what's behind it, exactly like a real sensor sweeping the scene, giving you authentic scan gaps and depth instead of a flat, x-ray scatter of points.
Neural-vision object coloring
Combined with color capture, the scan can tint objects the way a machine-vision system labels a scene - reading a horse, a car, a person as distinct colored masses. It's that instantly recognizable "AI sees the world" look: a self-driving-car / neural-net aesthetic where every object in the scan is picked out in its own color.
Snap Points to World Grid
Align every point to a uniform world-space grid instead of scattering them freely across the surface. This locks the cloud into clean, even rows and columns aligned to world space - and that regularity is exactly what sells the sci-fi lidar-scan look. Instead of an organic point spray, you get a structured, machine-sampled grid: the kind of precise, digital-scanner aesthetic you see in tech UIs, HUD readouts, and futuristic scan sequences. Adjust the grid spacing to go from a dense, high-resolution scan down to a sparse, stylized lattice - dialing the density up or down changes the whole feel of the effect.
Color from Diffuse:
LiDAR C4D reads the diffuse color of your objects' materials, so every point inherits the true surface color - your textured model turns into a point cloud that actually looks like the thing it scanned.
Loves Low-Quality Scans
Got a rough, messy scan - noisy geometry, ugly topology, holes? Perfect. The point-cloud treatment hides the flaws and turns a bad mesh into a clean, stylized scan aesthetic. What looks broken as solid geometry looks intentional as points.
Color from Render:
LiDAR C4D samples actual color straight from the rendered frame, so each point carries the real lighting and texture of your scene - not a flat approximation. The result reads as a true scan of your shot.
Frame Sampling:
Sample every Nth frame. Don't bake every frame - capture every 10th (or any interval you set) for a lighter, stylized point cloud that builds in clean steps. Fewer points, faster bakes, and a deliberate scanned rhythm to the reveal.
Fully Animatable.
Under the hood, the point cloud is a native Matrix object, so you get complete control over how points appear and disappear. Animate them building on, fading out, sweeping through the scene - however your shot needs it. And because it behaves like a standard MoGraph Cloner, everything you already know applies: drop on Effectors, drive it with Fields, layer Plain, Random, Shader, or Delay effectors to shape the reveal exactly how you want. No proprietary black box - just familiar MoGraph tools doing what they do best, so you keep full creative control over the animation.
Distance-Based Colorize:
Color your point cloud by depth. LiDAR C4D can drive every point's color by its distance from the camera - near points take one color, far points another, with a smooth gradient falloff across everything in between. It's the fastest way to add real depth cueing to a scan: the cloud instantly reads as 3D space rather than a flat scatter of dots, and you get that unmistakable lidar depth-map look.
Pull the camera through your scene and watch the color shift along the way as geometry moves nearer and farther - a built-in sense of distance that would take real effort to fake by hand.
Height-Based Colorize
Color your point cloud by elevation. LiDAR C4D can drive point color along the vertical axis - low points take one color, high points another, with a smooth gradient across the height of the cloud. It's the classic topographic look: think elevation maps and terrain scans, where color instantly tells you how high each point sits. Perfect for landscapes, architecture, and any scene where vertical structure matters - the height gradient gives the scan an immediate, readable sense of form and scale, no manual masking or setup required.
Completely Open Setup
Nothing is locked down. The point cloud is fully exposed to you as a native MoGraph setup, so you're free to add any Effectors you like and control the cloud however you want. Stack Plain, Random, Shader, Delay, Step - mix and match, layer them up, drive them with Fields, and dial in behavior the plugin never had to anticipate. This isn't a closed effect with a fixed set of sliders: it's an open MoGraph system you can extend as far as your ideas go. If you can build it in MoGraph, you can do it here.
Edge-aware point generation
Bias point placement toward edges and contours instead of sampling evenly, so the silhouette and structural lines of your object stay sharp. The difference between a vague blob of dots and a scan you can actually recognize - especially powerful on architectural and hard-surface subjects.
Camera ray casting
Points are cast as rays from the camera - just like a real lidar sensor sweeping the scene. Only what the camera actually sees gets sampled, so the scan captures your shot from its true point of view, with natural occlusion and perspective built in.
Export Points as .OBJ
Bake your points to real mesh geometry and take them wherever you need. Export the point cloud as a mesh and pull it straight into Element 3D - or any tool that reads standard geometry - for full control outside Cinema 4D. And here's the best part: export works even in the trial version, so you can test the entire pipeline end to end before you buy.
The point color travels with the mesh: each point's color is baked correctly into the texture atlas according to whichever colorize mode you chose - distance, height, diffuse, neural-vision - so your scan looks exactly the same downstream. Import into Element, scatter, animate, restyle, composite - the colored points behave like any other geometry, ready for whatever you throw at them.
For Creators & reviewers:
If you make YouTube tutorials, breakdowns or reviews and want to feature LiDAR C4D, I'm happy to provide a free temporary license for your review. Just send me e-mail:
[email protected]
This is Just the Beginning!
LiDAR is in active development, and there's a lot more on the roadmap - new distribution modes, more render engine rigs, expanded controls, and features driven directly by your feedback.
Here's the deal: as the toolset grows, the price will grow with it. Everyone who grabs it now locks in today's price and gets every future update for free. Buy early, save later - and help shape where this tool goes next.
Thanks for checking it out!
- 00:00 Setting up the camera
- 00:56 Random scaning method setup
- 01:38 Result random scaning method.
- 02:07 Grid scaning method setup
- 02:55 Result grid scaning method.
- 03:15 Points snap to world grid setup
- 03:37 Result points snap to world grid
- 03:54 Edge distribution points setup
- 04:27 Result edge distribution points
- 04:40 Combitne different scans
- 04:58 Material explainer
- 05:14 Color from render sequece
- 05:32 Color from height
- 06:13 Color from normals
- 06:50 Export to .obj
- 07:05 Import to Element3D
- 07:54 Animate Atlas
Discussions
Want to talk about it?
Head over to r/aescripts to chat with fellow users about this product.
Need Support?
Please open a support ticket to be connected directly with the author of this product
Version History
1.2.0 -
Sep 28, 2026
- LiDAR Controls object instead of a Python Generator.
Its LiDAR Control tab shows only the settings that matter - no code editor, no internal options - and it has its own icon in the Object Manager.
This innovation will make it possible, in future updates, to create a new mode of a real‑time point cloud generator.
- Ray Count. Set how many scanner rays are drawn directly, instead of a step value.
Fixed:
- Fixed the reveal animation: points now appear and disappear correctly in scanning order.
- Increase stability and small bug fixing.
1.1.0 -
Sep 25, 2026
- Rays section. Everything about how rays are fired now lives in its own section.
- Resolution X / Y for Screen grid. Set the number of rays across and down the frame directly. A low Y against a high X gives crisp horizontal scan lines - the classic lidar sweep.
- Grid scatter mode. Scatter now has two modes. Classic keeps points exactly where the rays hit. Grid pulls every hit onto a world-space grid for a clean voxel look.
- Snap Resolution X / Y / Z. Grid mode divides the object's own bounds into cells on each axis, so the grid always fits the object - small or large- and points stay tight to the surface.
- Recolour after the scan. Gradient modes (By height, By normal angle, By distance) can now be recoloured without scanning again.
- Multiple scans in one scene. Each scan gets its own suffix (_01, _02, …), with its own effectors and controls. Stack and compare scans freely.
Improved:
- Smarter Object and Camera fields. The Object field no longer accepts cameras, and the Camera field only accepts cameras.
- Cancelling with ESC. A single press is enough - no need to hold the key.
- Texture / material mode now reads colours correctly from parametric primitives, generators and deformed objects.
- Updated manual covering every new option.
1.0.0 -
Sep 22, 2026
Compatibility
Cinema 4D
2026, 2025, 2024, 2023
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