I want desired output to be like this
Facing issue while making pointed 3d model?
Please help me with this
Please correct if name (pointed model) is not correct
Thanks
I think it is just density of point at vertices(where two edge intersect)
can I remove edges in wired geometry or decrease intensity of edges in wired geometry using three js?
@shubham_soni
Could you provide a picture with the desired result?
already shared @prisoner849
First, you say about points, then you say about wireframe.
What is what? And what’s the issue? Which picture has the desired result?
To increase the density You can either:
What. :')
To be honest, I thought about the using of MeshSurfaceSampler.
https://threejs.org/examples/?q=instan#webgl_instancing_scatter
But I’m not sure that I got correctly what the desired result is 
I’m so confused about what you’re actually doing. Are you creating points using a wireframe ? Can you share some code / example with us, cause magic seems to be happening?
That’s possible, but probably very hard. It’s far easier to convert geometry to points (linked in my first reply.)
Yes I was trying to make points using wireframe.
But now I will not … otherwise really magic will happen 
I will try to make points using geometry.
Thank u @mjurczyk @prisoner849 for your attention
Better to try to make points, using THREE.Points() with the same geometry/geometries.
THREE.Points takes argument as geometry and I have 3d-model of Group type.
how will i convert Group this into a single geometry/ buffergeometry?
You can traverse the group and create a BufferGeometry (mind the note below the geometry parameter description) with points from all submeshes together (just push all vertices to the newly created buffer geometry.)
Or you can merge all vertices the easy way, courtesy @gkjohnson & @prisoner849, and merge geometries using BufferGeometryUtils.mergeBufferGeometries. You’ll then end up with a single buffer geometry with all the vertices as well.
Thank youuuuuuuu… It’s working
This code made my day
Thank you @mjurczyk @prisoner849 @gkjohnson
How do I go for the second option? Is there any example?
Each point / vertex is a Vector3, you can calculate an average by simply adding them:
const vertexA = Vector3(...);
const vertexB = Vector3(...);
const vertexC = Vector3(...);
const averageVertex = new Vector3(0.0, 0.0, 0.0).add(vertexA).add(vertexB).add(vertexC).divideScalar(3);
If you picture 3 vertices as a triangle, the average vertex should lie somewhere around the centre of that triangle.