---
title: "V-Ray Gaussian Splat"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113279318/V-Ray%20Gaussian%20Splat"
format: markdown
---
This page provides information about the V-Ray Gaussian Splat. Overview 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. Gaussian Splat Usage Used as Extended Environment 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  Visible in Matte Surfaces  option should be enabled, and the  Casts Shadows  option should usually be disabled. On Other Matte Surfaces 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  Visible in Matte Surfaces  option from the Gaussian splats parameters. Used as Individual Objects Gaussian splats can also be used to represent smaller individual objects in the scene. In that case, the  Visible in 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. Parameters Main  File File (.ply)  – Loads the Gaussian splats file. Currently, only .ply files are accepted. Color Space  – Specifies the color space of the data in the Gaussian splats file. Default  – Takes the current color correction that is set in Maya. That means it does not change the colors. For the Gaussian Splat to be read as it was written, select the respective input color space -  sRGB ,  ACEScg  or  Raw . Flip Axis  – Controls which axis is used as a vertical - the Y or Z axes for the loaded file. You can choose between: As Is  – No changes in the axes are applied. Rotate YZ – Switches the Y and Z axes. Rotate XZ + Flip Y  – Switches the X and Z axes and flips the Y axis. Parameters Intensity  – Increases or decreases the Color multiplier for the Gaussian splat. Color  – Specifies a filter color for the splat. By default, the Color is white, which does not affect the splat.  See the  Color example  below. Affect Camera  – Specifies whether the Gaussian splats should be visible to the camera.  See the  Affect Camera example  below. Visible in Reflections  – Specifies whether the Gaussian splats should be visible in reflections.  See the  Visible in Reflections example  below. Visible in Refractions  – Specifies whether the Gaussian splats should be visible in refractions.  See the  Visible in Refractions example  below. Visible in Matte Surfaces  – Enable so Gaussian splats appear as part of the background on matte surfaces. It is recommended to enable this for Gaussian splats used as an environment and disable it for Gaussian splats used as individual objects.  See the  Visible in Matte Surfaces example  below. Casts Shadows  – Enable so Gaussian splats block shadows from lights. When disabled, the Gaussian splats become transparent to shadow and GI rays. It is recommended that this option be turned off when using the Gaussian splats as environment or individual objects.  See the  Cast Shadows example  below. Clipping Mask  – Controls the opacity of the Gaussian Splat. Black color in the texture makes the Splat transparent. White color makes it opaque. Use a Distance Texture to clip the splat using an object from the model. Currently not supported in GPU. Lighting Enable  - Controls the scene lighting affection on the Gaussian Splat. Without turning it on the whole menu is greyed out - it is disabled by default. Blend  - Blend between the illumination and the original splat color.  Shadow Blur  - Works in scene units. Shadow Offset  - Works in scene units. Normals  - Controls the usage of splat normals. Blend example Shadow Blur example Shadow Offset example Preview Preview Type  – Specifies how the Gaussian splats are rendered in the viewport. Placeholder  – The Gaussian splats are not visible in the viewport and cannot be selected from there. Bounding Box  – The Gaussian splats are represented by a bounding box. This is the default mode.  Preview Geometry  – The Gaussian splats  are represented by cloud points. Max Preview Points  – Controls how many points are shown in the preview. Example: Affect Camera The Gaussian Splat object can be hidden from camera, like any other geometry object in the scene by using the Affect Camera option. on off Example: Visible in Reflections The Visible in Reflections option controls if the Gaussian Splat object is reflected in other objects in the scene. on off Example: Visible in Refractions The Visible in Refractions option makes the Gaussian Splat object seen by other objects in the scene that exhibit refractive properties. on off Example: Casts Shadows 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. on off Example: Visible in Matte Surfaces 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 Visible in Matte Surfaces option is enabled, the Gaussian Splat is considered as background and receives shadows from the casting object. on off Example: Color The Color shown on each render as a box is used as a filter for the original Gaussian Splat diffuse color.