Model looks different in SuperSplat than in PostShot – has anyone seen this?

Has anyone else run into the issue where a model looks perfect in PostShot but completely changes character and looks terrible once imported into SuperSplat? I’ve tried both compressed and uncompressed exports, but the result is always the same. Does anyone have a solution or have you seen this before?

I’ve attached an image so you can clearly see the difference.

Hello, it looks like you have trained with AntiAliasing. Training without should give you better results.

The playcanvas engine supports rendering with AntiAliasing, but we haven’t exposed the option in the editor yet.

Thank you so much. I will try it out right away :slight_smile:

@Christian_Nielsen I’ll go ahead and mark this as SOLVED but let us know if you continue to have problems.

Hi Will.

I have tried disabling the Anti-Aliasing (AA) when training, but the results are still not very nice, and it only seems to affect the fabric/texture of objects (like the sofa and clothes). I also published the T-shirt (as requested), but I am not happy with the result.

The core issue remains: The Gaussian Splat in Postshot looks good, but when brought into Supersplat, the texture/fabric quality degrades significantly.

I understand that the AA feature in Postshot might not be active/used in Supersplat yet, which is why you suggested retraining without it. However, retraining without AA did not improve the result, proving that the issue is likely elsewhere or that AA is crucial for these fine textures.

My questions are:

  1. Is there a known workaround or an alternative setting I can use in the meantime to resolve the issue with the fabric and clothing textures?
  2. When do you anticipate Anti-Aliasing will be fully activated and functional in the Supersplat pipeline? (As it seems to be the key difference between the Postshot and Supersplat output).
  3. Have any other users found a solution or a specific set of training/conversion settings that successfully handles fine fabric textures when moving from Postshot to Supersplat?

I will also attach an image of my latest test, which illustrates the exact same problem with the fabric texture.

Thank you for your continued support!

Hi @Christian_Nielsen ,

Just so I understand correctly, are you saying the non-AA trained scene looks different in postshot vs supersplat editor?

If that is the case then I would appreciate if you are able to send me the model or part of it so I can reproduce the issue and investigate.

Or are you saying that non-AA scene doesn’t look good enough and you just need that supported in the tooling?

Also, where do you plan to publish your assets, superspl.at?

Thanks!

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Hi slimbuck,

Thanks for the follow-up and questions – that helps me clarify what I’m seeing.

When I train with anti-aliasing enabled in Postshot, the result looks really good inside Postshot, especially on fabrics/textiles. However, the same AA-trained scene looks quite bad in the Supersplat editor/viewer – the textiles in particular tend to break up and look very rough compared to Postshot.

If I turn AA off for training, I also don’t get good results on fabrics – even in Postshot. Fine textile patterns and soft materials just don’t hold up well enough for my use cases. So for me, anti-aliasing during training is essential to get acceptable quality.

So to answer your questions more directly:

  • I’m primarily asking for AA-trained scenes to be supported properly in Supersplat, because that’s where the biggest gap is.
  • Without AA, I can’t get good enough results on textiles, so just relying on non-AA training doesn’t really solve it for me.
  • If AA can’t be supported directly in Supersplat, some alternative in Postshot that achieves similar smoothing/quality for fabrics would also be very helpful – but that’s beyond my technical level to propose in detail.

I’ve tested this in my synthetic workflow with high-end furniture and different types of clothing, and it’s consistently the fabric/textile parts that cause problems in Supersplat.

I’m happy to share a model or a stripped-down scene that reproduces the issue – just let me know the best way to send it to you.

And yes, my plan is to publish the assets on superspl.at. I love it.

Thanks again for looking into this!

Christian

@slimbuck

Ok this is great feedback, thanks.

The latest supersplat-viewer actually supports AA via URL parameter. For testing, you can publish your scene as usual and then add &aa to the URL.

Of course we’ll add the flag in the editor and expose a publish option to enable this as soon as we can.

Thanks!

Example URL enabling AA in the viewer: