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Gaussian Splats

A Gaussian Splat object draws a captured scene — a room, a garden, a person — as millions of soft, coloured ellipsoids. It sits in a 3D track alongside point clouds, SDF shapes and meshes, shares their depth buffer, and takes the same displacement as a point cloud.

  1. Add a 3D track
  2. Click Insert 3D Object → Gaussian Splat
  3. In the SPLAT PLAYLIST section, click + and pick one or more files

Supported files:

FormatNotes
.splatThe compact antimatter15 format
.plyInria-style 3DGS export (Postshot, Polycam, Luma, etc.)
.sogSpatially Ordered Gaussians (PlayCanvas / SuperSplat)

The Input row at the top of the card switches between:

InputDescription
Splat FilesA playlist of splat files, described on this page
Live TextureLifts a live track into 3D splats in real time. See Live Depth →

A splat object holds a playlist, like a video player. Switch items with the Prev/Next row, Autoplay, or the mappable per-item triggers.

Right-click a playlist item for splat-specific options:

OptionDescription
Axis ConventionAuto-detect, Y-Down (Inria / Postshot) or Z-Up (Survey / RealityCapture). Change it if a capture loads on its side or upside down
Max SplatsDownsampling budget for this item (see below)
Remove disk cache & reloadThrows away the cached decode and loads the file again

Turn on Transition to blend from one item to the next instead of cutting. The controls — Duration, Style, Amount and Curve — are the same as the point cloud playlist’s. See Point Clouds → Transitions.

Displacement and the particle sim keep running through a transition, so the motion carries over instead of resetting.

The SPLAT DATA section shows the selected item’s file name and splat count.

Max Splats sets how much of a large capture is kept when it loads: Full Resolution, 4M, 2M, 1M, 500K, 250K or 100K. When a file is reduced, a Source row shows the original count. Lower budgets load faster and render faster. The choice is saved per item with the project.

Every capture lands in its own coordinate frame. The PLACEMENT section corrects the selected item without touching the others or the object’s transform.

ControlDescription
Item ScaleUniform scale for this item
Origin X / Y / ZShifts the item’s pivot
Rotate X / Y / ZReorients the item’s content
Flip YMirrors the item vertically — for exports that come in upside down or mirrored, which rotation alone can’t fix
ResetBack to no offset, no rotation, 1× scale

Placement rotation turns the content itself. That matters for Directional Flow: the flow direction stays fixed, so you rotate a road or tunnel scan to line it up with the travel axis.

ControlDescription
World ScaleScales the whole cloud, positions and splat sizes together, so it grows or shrinks without going sparse
SizeScales each splat’s radius without moving it. Low values break the scene into separate dots
OpacityMultiplies every splat’s opacity. 1 is as authored
Cutoff σHow far each splat’s soft edge is drawn. Lower is faster with harder edges
LightingBlends from the splat’s own baked colour (0, the classic splat look) to being lit by the track’s 3D lights (1)
Pixel MixFades the splat colour towards white. At 0 the scene becomes a white clay model shaped only by lighting — useful for projection onto physical surfaces
Render as Point CloudDraws the splat through the point cloud renderer instead, as points

All the sliders are mappable.

Raise Lighting above 0 and each splat is shaded by the 3D track’s lights, including spot cones and the track’s ambient level.

With Lighting above 0, splats also cast shadows when SHADOWS is on in the track’s Lighting settings. Shadows radiate from the first light in the scene, wherever it sits — including inside the scan, like a bulb in a room capture. They fade with distance from the surface that casts them, so a dense scan doesn’t turn into a solid black slab. Splats also cast shadows onto point clouds in the same track.

Set Lighting to 1 and Pixel Mix to 0 for a fully relit clay look, then bring Pixel Mix back up to return the original colour.

The HSV COLORIZER section recolours the splats by position, motion or age. It is the same colorizer as the point cloud’s — see Point Clouds → HSV Colorizer.

Splats take the same displacement as point clouds: noise, audio, directional flow, fluid, the particle sim and track displacement all apply. Use the Point Cloud Displacement card below the object cards. See Point Cloud Displacement →.

The STATS section shows how many splats are loaded and how many are visible after culling.