SPLAT
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SPLAT

A GPU engine for performing with 3D Gaussian splat captures.

Scroll to explore · H hides the interface, S the splats, P the particles

02 / Effects

Stack them

Every effect is three things: WHERE it acts, WHAT it does, WHEN it fires. The where is a mask over what your scan already measures. 142 kinds in twelve families, and the pointer is a where of its own.

Effect Stack 142 kinds · 12 families

Where it acts · channel mask

Threshold 0.5000
Feather 0.1200

Displacement

Ripple 0.0000
Curl noise 0.0000

Combine

Amount 0.5000

Pointer field · centred on your cursor

Strength 0.9000
Radius 0.2200

Spring · how the capture recovers

Stiffness 30.0000
Damping 10.9545

03 / The Composer

Wire it

One node graph makes both halves of the program. Six primitive families and 21 math ops wire into a sink: send it to Displace and it moves splats as an effect, send it to Force and it drives particles instead. Every shipped effect and every shipped force is a graph you can open.

Composer6 families · 21 math ops
SelectRadial
GeneratorHarmonic
EnvelopeGaussian
MapRadial Push
SinkOutDisplace

The same graph, ending in a different sink

Select frequency 1.3500

04 / Modulation

Drive it

Drive it from time or from music: an LFO, or a band of your own audio. A link never overwrites your value. The cap below stays exactly where you set it while the driver rides on top of it, so you can keep editing a parameter that is already moving. Rates are in beat divisions, so a driver on Quarter stays on Quarter whatever the tempo does.

LFO → Link

Source

Audio gain 1.0000
Smooth 0.3500

Shape

Rate · beat division

Polarity

The link · target and depth

Depth 0.4500

The linked parameter · your value stays put, the marker is the driver

Authored value 0.3500

05 / Point mode

Solid points

Every splat becomes a solid object instead of a translucent smear. Five shapes, blended by whatever you choose to blend them with, and what you set here follows you through the rest of the site.

Point mode

Shape

Band Width 0.0450
Softness 0.3500

Mix

Mix Amount 0.0000

Morph

Roundness From 0.5000
Roundness To 0.5000
Chip Sides 2

Form

Size From 1.0000
Size To 1.0000
Stretch Along Motion 0.0000

06 / Procedural shapes

Build it

Wire a graph into the position sink and a splat stops being where the scan put it. One expression, driven by the splat index, places every one of them. Bring the mix up and the room becomes geometry that was never captured, still masked, still displaced, still yours to push around.

OutPositiondriven by splat index

Where every splat sits

Scan → shape 0.0000
Scale 1.0000

Shape

Turns 3.0000
Radius 0.5000

07 / Particles

Fill it

A second medium in the same room, emitted out of the scan's own geometry and carrying its colour. Sixty parameters in the program; here is one from each part of it. Press S to hide the splats and see the field on its own.

Particles131,072

Emission

Rate 0.0000
Size 0.0180
Life 6.0000
Size random 0.5500

Look

Glow 0.3500
Spin 1.2000
Streak length 1.4000

Motion

Weight 0.3500
Drag 0.9000
Brownian 0.1200
Fluid 0.0000

Smoke · the same particles as a medium

Smoke 0.0000
Churn 0.6000
Detail 3

Flow

Blend 0.3500
Scale 0.6000
Wind 0.0000

08 / Particle forces

Steer them

A force is placed in the scene with a real radius: outside it, nothing happens at all. Sixty-five kinds in the program, built in the same node graph the effects are, so a shipped force opens into the graph it is made of.

Particle Force65 kinds
Strength 0.0000
Radius 4.0000

Swirl

Inward 0.2500
Lift 0.6000

09 / Particle lighting

Light it

A capture arrives with the room's own light baked into every splat, and no normals to shade with. So a lamp adds light rather than replacing it: point or cone, with a real range and a soft rim, placed in the scene.

Scene Light
Intensity 2.0000
Range 8.0000

Cone

Cone angle 30.0000
Penumbra 0.5000

Rotation

Y rotation 0.0000

10 / Splat lighting

Relight it

A scan carries the light it was captured in, so adding more only reads as a tint. Relight goes the other way: darken everything to a detailed night, then let your lights reveal each splat back to the colour it really is.

Relight

Night floor

Brightness 0.1800
Saturation 0.5000
Cool 0.6000
Shadow lift 0.0150
Contrast 1.1500
Wash 1.0000

The light doing the revealing

Intensity 3.0000
Range 7.0000

11 / Colour and post

Grade it

The last thing that happens to every pixel. Splats, particles, light and every effect all arrive here and get graded, which is why the grade is part of how a look is made rather than a coat of paint at the end.

Colour & Postafter everything else

Grade · after the tonemap, in display space

Brightness 1.0000
Contrast 1.0000
Saturation 1.0000
Hue

Tint

Tint strength 0.0000

Sharpen · before the tonemap, or it reads as crunch

Sharpen 0.0000
Fog 0.0000

Post cannot read depth, so Fog thickens toward the edges of frame rather than with distance. Atmosphere, not a depth cue.

12 / Timeline

Key it

Every parameter on this page is an automation target. Point a lane at any of them, drag its keys, and it answers to the sheet instead of the scroll. Time is in beats, so a shape set to one bar stays one bar whatever the tempo does.

Dope Sheet4 lanes · 2 bars · 33 targets

Each lane drives a target · pick any parameter on the page

Selected key · drag any key on the sheet

Tension 0.5500
Tempo 96 BPM

13 / Perform

Play it

Everything before this is one control at a time, which is how you learn an instrument and not how you play one. Three macros move a dozen parameters between them, four slots recall a whole look, and it all keeps running once you scroll away.

Masterthe other face of the same engine

Slots · press to recall, hold to store

On the night

  • Spout sends the render straight into Resolume, OBS or anything else that reads it, at full rate, with no capture card in the way.
  • Presets carry the whole look, so a set is a handful of them and the knobs above.
  • MIDI maps a controller onto these macros and slots, so the knobs above are the ones under your hands.

Getting it out

  • A render camera frames the shot separately from the one you fly, so you can keep moving around a composition that stays put.
  • Stills and sequences are the same capture, anti-aliased by the same sub-pixel-jittered accumulator averaged in linear light. A still is that capture taken N times at one frozen instant, which is why a frame of a sequence looks exactly like a still of it.
  • A project is a folder, and your source file is copied into it. The scan you started from is never written to.