This page provides information about the V-Ray Gaussian Splat in Maya.
3D Gaussian Splatting is a method used to create a 3D scene from images or videos. It requires several pictures of an object, each taken from a different angle. With Gaussian Splatting, the images are blended to produce a detailed, three-dimensional representation of the object. Instead of depicting the scene as a collection of meshes, a Gaussian splat represents the scene as a type of point cloud, where each point is a 3D Gaussian.
Gaussian splats help you create a realistic environment for your scenes.
This feature is not yet available in V-Ray GPU.
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One use of Gaussian splats is to represent an environment, typically generated from photos or videos of the scene.
There are advantages over the traditional environment maps, including proper parallax and view-dependent effects and the ability for Gaussian splats to occlude other objects in the scene.
For Gaussian splats to work as environments in V-Ray, the Affect Matte Surfaces option should be enabled, and the Casts Shadows option should usually be disabled.
See the example below for more information.
To make the Gaussian Splats rendered as part of the background, i.e., visible on other matte objects even if they are behind them. This is achieved by enabling the Affect Matte Surfaces option from the Gaussian splats parameters.
See the example below for more information.
Gaussian splats can also function as holdout (matte) objects, i.e. appear correctly in reflections and refractions and occlude other objects in the scene but do not contribute to the RGB and alpha channels of the final image.
This can be achieved by enabling the Matte Surface option in the V-Ray Object Properties of a Gaussian splats object and setting its Alpha Contribution to -1.0. Make sure that No GI on Other Mattes is enabled.
Gaussian splats can also be used to represent smaller individual objects in the scene. In that case, the Affect Matte Surfaces option typically is turned off, and the Casts Shadows option is enabled. The latter is needed so that the Gaussian splats can cast proper shadows on other objects in the scene.
Note that the lighting and reflections are baked into the Gaussian splats object, and therefore these objects are not affected by the scene lighting.
See the examples below for more information.
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This example shows Gaussian Splat used as an individual object - the pink flamingo floatable in this scene. It can be scaled as any other object in the scene, using the Scale parameter.
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The Gaussian Splat object can be hidden from camera, like any other geometry object in the scene by using the Primary Visibility option.
The Visible in Reflections option controls if the Gaussian Splat object is reflected in other objects in the scene.
The Visible in Refractions option makes the Gaussian Splat object seen by other objects in the scene that exhibit refractive properties.
This example shows how the pink flamingo can produce shadows when the Casts Shadows option is enabled, and doesn't block light when it's not.
In this example, the Gaussian Splat is used as an environment. The left building in the rendering that casts shadows over the plane, is a Cosmos asset (mesh).
When Affect Matte Surfaces option is enabled, the Gaussian Splat is considered as background and receives shadows from the casting object.
The Color shown on each render as a box is used as a filter for the original Gaussian Splat diffuse color.
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