Nodes · 3D
SplatRead
3Dv1app
Overview
A captured location as millions of soft elliptical blobs, with parallax and view-dependent colour, depth-composited against cards and geometry.
How to
- Point
fileat the.ply/.splat/.spz. - Set
color_spaceto what the trainer baked. - Lower
budgetuntil the viewport is comfortable; the HUD says what was dropped. - Clean the capture with
floater_removalandopacity_floor.
Inputs
| Input | What it takes |
|---|---|
| in | the image this node works on |
Outputs
| Output | Type |
|---|---|
| out | Scene |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| file | Text | String::new( | The file on disk — use #### for frame numbers in a sequence. |
| color_space | Choice | srgb | Not documented yet. |
| orientation | Choice | y-down (3DGS) | Not documented yet. |
| cluster_tolerance | Float | 0 | Not documented yet. |
| budget | Int | 600_000 | Not documented yet. |
| relight | Choice | off | Not documented yet. |
| exposure | Float | 0 | Brightness in photographic stops: +1 doubles the light. |
| ambient | Float | 1 | Not documented yet. |
| light_gain | Float | 1 | Not documented yet. |
| floater_removal | Float | 0 | Not documented yet. |
| opacity_floor | Float | 0 | Not documented yet. |
| tx | Float | 0 | Translate X — position along the world X axis, metres. |
| ty | Float | 0 | Translate Y — position along the world Y axis (up), metres. |
| tz | Float | 0 | Translate Z — position along the world Z axis, metres. The camera looks down −Z. |
| rx | Float | 0 | Rotate around X, degrees. |
| ry | Float | 0 | Rotate around Y (turntable), degrees. |
| rz | Float | 0 | Rotate around Z (roll), degrees. |
| sx | Float | 1 | Scale along X. 1 = unchanged. |
| sy | Float | 1 | Scale along Y. |
| sz | Float | 1 | Scale along Z. |
Known edges
Loading is off-thread: the box draws dim while streaming. Async depth sorting is on in the viewport and off in renders, so an AOV render stays byte-deterministic.
See also
- The 3D system — How to put geometry, cameras and volumes in the comp — without becoming a 3D application.
- Gaussian splats — How to bring a captured location into the comp — and relight it.