I am creating gaussian splatting objects in the Postshot. There are two main methods how to train the splats for the 3dgs creation.
1.- Splat3 method - better for fine details
2. - Splat MCMC method - better for smooth polished surfaces
I like the results from MCMC training method.
The problem is that the gaussian splatting models trained with MCMC method do not look nice in the PlayCanvas or the SuperSplat editor. It looks like the Spherical Harmonics is missing, reflections are gone and the colors are a bit off.
Splat3 method looks in the PlayCanvas ok.
Do you have any advice how to fix the Splat MCMC objects so they will show properly in the PlayCanvas?
Have you provide screenshot and/or links to the PLY(s) that exhibits the problem?
Have you tried cropping the MCMC splat in the SuperSplat Editor to see if that helps? MCMC tends to create Gaussians far, far from the origin which can affect precision.
You can remove unwanted splats ( background) by using alpha masks while training. There are no splats in my environments. I checked in the SuperSplat editor.
This looks like a known issue we have with render target blending precision. If you don’t mind sending me the model I can check locally.
If I am right, then what’s happening is the surfaces of your model are made up of many (probably 10’s or 100’s) of semitransparent layers and is sensitive to blending precision. These models tend to render very slowly when the camera gets close to the surface due to the many pixels being filled.
The best answer we have right now is to offer the option of rendering to a floating-point target instead of RGBA8. This will of course slower, but will result in correct render.
Interestingly this is not an issue at all on mac hardware because it always blends in high precision!