Gaussian Splat

Load .ply and .splat files, or convert points, a mesh, or a volume into gaussian splats. Splats convert back: wire them into a points input, the Volume node, or the Mesh node.

What it does

Gaussian Splat loads a captured 3D scene, a .ply or .splat file from a photogrammetry or radiance-field capture, as a cloud of soft, blended splats rather than a mesh. Point File Path at a folder of frames instead of a single file and it loads a moving splat sequence that plays over the timeline (see Gaussian splats). Wire something into Source and the node switches to convert mode, building splats from the shape of Points, a Mesh, or a Volume.

The Splats output goes back the other way too: wire it into a Points input, into the Volume node, or into the Mesh node, and each reads the splats into its own form.

When to use it

ParameterTypeDefault
sourceOneOf([Collection, Field, GpuGeometry])
file_pathString"String::new()"
k_neighborsNumber16
fit_opacityNumber0.800
fit_scale_factorNumber1
mesh_splat_countNumber100000
density_thresholdNumber0.500
positionVec3(0, 0, 0)
rotationVec3(0, 0, 0)
scaleVec3(1, 1, 1)
sh_degreeString"Full"
splat_scaleNumber1
opacity_cullNumber0
max_splatsNumber0

Gotchas

Wiring anything into Source switches the node fully into convert mode. File Path is ignored from then on, even if it still points at a valid file.

The Fit, Mesh Convert, and Volume Convert parameter groups only matter for the matching input: K Neighbors / Fit Scale Factor only affect converting Points, Mesh Splat Count only affects converting a Mesh, Density Threshold only affects converting a Volume. Setting the wrong group's values for the current Source has no effect.

Worked example

  1. Add a Gaussian Splat node and set File Path to a .ply or .splat capture, leaving Source unconnected.

  2. To convert something you already have instead, wire a Points, Mesh, or Volume node into Source. File Path is now ignored.

  3. Converting Points: tune K Neighbors, Fit Opacity, and Fit Scale Factor under Fit to shape how the splats are estimated.

  4. Converting a Mesh: set Mesh Splat Count to control how densely the surface is covered.

  5. Converting a Volume: set Density Threshold to control which voxels become splats.

  6. Dial in Splat Scale, Opacity Cull, and Max Splats under Quality, then send Splats onward, including back into a Points input, the Volume node, or the Mesh node for another form.

See also

Model 3D · Gaussian splats