Every setting, in the order the panels show them. Count, Samples, Image Size, Max
Splats (k) and Steps are heading checkboxes: unticked, the field shows the
quality’s own number, greyed; ticking the box or editing the
number makes it yours; unticking returns to the quality’s. Lengths are shown in Blender’s default
metric units. A run takes SH Degree, Opaque Splats, Focus Detail, Preview Every and
Sky Dome when Create Splat is clicked: changing them while it renders applies to the next run.
Settings marked Advanced show with Advanced Settings on (Setup panel, or SplatPilot’s
preferences), and also with it off once they are set differently from their default.
First in the tab. It holds the estimate, the status line and the buttons; see
The Create Splat panel.
| Setting |
Default |
What it does |
| Check Before Rendering (n) |
|
Under the estimate, when something is worth a decision before the views render: opens the Before Rendering popover (see below). n counts mirror-like materials, Cycles on the CPU, and the render settings that can be kept or are noted. |
After Create Splat, open by default.
| Setting |
Default |
What it does |
| Subject |
Selection |
What becomes the splat. Selection: the selected objects. Collection: a collection’s objects in this scene. Scene: everything that renders. |
| Collection |
None |
With Subject: Collection, the collection to capture, including collections inside it. |
| Advanced Settings |
Off |
Show the settings marked Advanced in the Views, Rendering and Training panels; one set differently from its default shows either way. The same switch as in SplatPilot’s preferences, and like them yours rather than the file’s. |
| Kind |
Object |
Two tabs: how automatic views are planned. Object: views around the subject, looking in: a product, a model, a building from outside. Environment: views inside the space, placed by its surfaces: a room, a house, a street (usually with Subject: Scene); everything at the same detail, some at eye height looking around. |
| Quality |
Standard |
Draft: 100 views at 800 px, 32 samples, 300 k splats, 7,000 steps. Standard: 240 views at 1600 px, 64 samples, 1 M splats, 30,000 steps. High: 400 views at 2048 px (objects 1600 px), 256 samples, 2.5 M splats, 30,000 steps. The menu also lists your presets. The button shows how many settings changed since the quality or preset was applied or saved, such as “Draft (2 changed)”. |
| Setting |
Default |
What it does |
| Source |
Automatic |
Where the views come from. Automatic: views planned for the subject (shells around an object, views placed by an environment’s surfaces). Rigs: the views of the used rigs. Cameras: the perspective cameras of a collection. |
| Count |
Unticked: the quality’s |
With Automatic: how many views to render. Unticked, an object gets the quality’s count (100, 240 or 400); an environment with geometry views gets as many as coverage needs, between half and twice that count, and the field reads “Auto: 50–200”, or “Auto: 148” once its views are picked. More views give a sharper splat from more places, about +2 dB per doubling, and take longer. |
| Eye Height Environments |
1.6 m |
With Automatic: how high the views that stand on floors, the ground and roofs stand above them, ±25% at random (1.2 to 2 m at 1.6 m). |
| Geometry Views Environments Advanced |
On |
Also render many quick views (1 sample, small, not denoised) that teach the splat where surfaces are; automatic views are picked among them. Shown for Automatic, Rigs and Cameras. |
| Focus Weight Environments Advanced |
4 |
Shown once the scene has focus points. How much more the surfaces near focus points count when an environment’s views are picked: they get seen from more places. 1: no effect. Range 1 to 50. |
| Cameras |
None |
With Source: Cameras, the collection whose perspective cameras are rendered. |
| Training views colour and eye |
Amber, shown |
The colour placed training views are drawn in, and whether they are drawn. |
| Test views colour and eye |
Red, shown |
The same for placed test views. |
| Geometry views colour and eye |
Grey, hidden |
The same for placed geometry views. |
| View |
1 |
The view that Look Through shows, counted from 1 (“View 12 of 95”): one of the placed automatic views, or of the active rig. |
| Bake Cameras |
|
With Automatic: makes a camera of every placed view in a new collection and switches Source to Cameras with it. |
| Use Environments |
The pick’s own count |
After an environment’s views are picked: how many of them to use, best first (“Use 148 of 190”). The Coverage panel, the views shown and the views rendered follow. |
| Reset to Auto (N) Environments |
|
Shown while another count than the pick’s own is in use: returns to the count coverage chose. With a count of your own, it reads Reset to N Views. |
Popovers: Before Rendering opens from Create Splat’s Check Before Rendering (n); Render
Settings for the Views opens from the Rendering panel’s Scene Render Settings and lists the
render settings only.
| Setting |
Default |
What it does |
| Set Min Roughness to 0.3 |
|
Before Rendering, Materials box, while the subject has mirror-like materials and Min Roughness is 0: sets Rendering > Min Roughness to 0.3. The views render anew. |
| Keep (Material Override, World Override, Freestyle, Noise Threshold, Denoising Prefilter) |
Off |
Render the views with this scene setting instead of leaving it out. |
After the Views panel, closed by default. It shows what the coverage is of, the verdict and the
Surfaces and Directions bars, then the map’s settings. An environment’s automatic views
with Geometry Views have a coverage once the Views button has picked them (until then: “Not placed”);
other views once Check Coverage has measured it. An outdated coverage shows “Outdated”, its
figures greyed out, without the map’s settings; for a check, with Check Again in red. See
Views.
| Setting |
Default |
What it does |
| Check Coverage |
|
With rigs (all used rigs together), cameras, an object’s automatic views or an environment’s without Geometry Views, until there is a result: measures how well the views see the subject (quick geometry renders) and switches the coverage map on. Then the verdict has a refresh button at the end of its line that checks again. Once the views or the subject changed, Check Again shows in red. |
| Map |
Off; on after Check Coverage |
A toggle button with an eye: draws the coverage map in the viewport. Shown when there is a map; while it is off, the settings below are greyed out. |
| Problems Only |
Off |
Show only weak and unseen spots. |
| X-Ray |
Off |
Show the map through surfaces; hidden spots faint. |
| Grade / Directions / Detail |
Grade |
What the spots’ colours show: the grade (Good, Fair, Weak, Unseen), how many of the directions a spot can be seen from the views see it from, or how sharply the closest view sees it. |
| Problem Area ◀ ▶ |
1 |
Steps through the problem areas, largest first, and frames each in the viewport. The current one is circled in white and its spots rimmed in white. |
| Frame Problem Area (icon) |
|
Turns the viewport to the current problem area, from where a view that sees it would stand. Changes only the viewport. |
| Select Redundant Cameras (icon) |
|
With cameras: selects the redundant cameras (nothing is deleted). |
| Redundant eye |
Shown |
Draws the redundant views in pink, crossed. |
Shown for the active rig when Source is set to Rigs, in groups: shape, size, aim, lens.
| Setting |
Default |
What it does |
| Use |
On |
In the rig list: include this rig’s views when creating a splat. |
| Shape |
Sphere |
Sphere: views evenly spread over a sphere. Dome: over the upper half of a sphere. Cylinder: stacked rings of views. Grid: a flat grid of views above the anchor. Ring: one ring of views. Mesh: a view at every vertex of a mesh, along its normal. |
| Direction |
Inward |
Inward: views look at the target (or the rig’s centre). Outward: views look away from it. Both: two views per point, one inward and one outward. |
| Count |
42 |
Sphere and Dome: how many views. Range 1 to 10,000. |
| Segments |
12 |
Cylinder and Ring: views per ring. Range 3 to 1,024. |
| Rings |
6 |
Cylinder: how many rings. Range 1 to 256. |
| Radius |
5 m |
Sphere, Dome, Cylinder and Ring: the views’ distance from the anchor. Add Rig sets it from the selected object. |
| Height |
4 m |
Cylinder: its height, centred on the anchor. |
| Level (Ring) |
1 m |
Ring: how high it sits above its anchor. |
| Level (Grid) |
4 m |
Grid: how high it sits above its anchor. |
| Size |
6 m |
Grid: the width and depth of the square grid. |
| Columns, Rows |
5, 5 |
Grid: views along its X and Y axes. Range 1 to 1,024. |
| Mesh |
None |
Mesh: the mesh whose vertices get a view each. |
| Anchor |
Made with the rig |
Places the rig: an Empty, typically parented to the target. Not used by Mesh rigs. |
| Target |
The selected object, if any |
What inward views aim at. + adds a new Point, Segment or Box target fitted around the subject; such a target is removed again when the Target is cleared or replaced. |
| Focal Length |
50 mm |
The lens of the rig’s views. |
| Sensor |
36 mm |
The sensor width of the rig’s views. Range 1 to 100 mm. |
| Colour |
Orange |
The rig’s colour in the viewport. |
| Bake Cameras (rig) |
|
Makes a camera of every view of the active rig, in a collection inside the rig (replaces an earlier bake). |
Shown below the rig’s Target.
| Setting |
Default |
What it does |
| Aim At |
Point |
Point: views aim at the object’s origin. Segment: at the closest point of a line between two points. Box: at the closest point of a box around the origin. |
| Segment Start |
0, 0, 0 |
One end of the segment, in the object’s local space. |
| Segment End |
0, 0, 1 |
The other end of the segment, in the object’s local space. |
| Half Size |
1, 1, 1 |
Half the box’s size along the object’s local axes. |
A target added with + gets values fitted around the subject instead.
| Setting |
Default |
What it does |
| Engine |
The scene’s |
The scene’s render engine (Render Properties > Render Engine), which the views render with: setting it here sets the scene’s, and the other way round. Cycles: path traced, the most faithful views. EEVEE: rasterised, much faster views; screen-space effects may differ between views. With Workbench or another engine, the views render with Cycles and a line reads “Scene: Workbench”. Presets do not store it. See Engine. |
| Samples |
Unticked: the quality’s |
Render samples per view. The quality’s: 32, 64 or 256. |
| Noise Threshold Advanced |
Unticked: the scene’s |
Cycles. Adaptive sampling stops at pixels whose noise is below it: lower renders cleaner and slower. Unticked, the views take the scene’s (0.01 where the scene’s is coarser than 0.05, unless kept), and the field reads “Scene: Off” where the scene renders every pixel to the full samples; ticked, the views render with adaptive sampling at this threshold. |
| Denoise Advanced |
On |
Cycles. Denoise the views; off, they keep their noise (for very many samples). |
| Image Size |
Unticked: the quality’s |
The longer side of the views in pixels, at the scene’s aspect ratio. The quality’s: 800, 1600 or 2048 (1600 for objects at High). |
| Subject Only |
On |
Shown for Kind: Object with Subject: Selection or Collection. The views show only the subject; other objects still light, shade and reflect in it (their camera visibility is off in the render copy). Off in scenes where SplatPilot was used before alpha.39. See Subject Only. |
| Min Roughness |
0 |
Render the views with every glossy surface at least this rough; the materials in your file are not changed. 0.3 gives a clean satin look; 0 renders the materials as they are. Glass keeps its roughness. |
| Sky Dome Environments |
Off |
On: the world is baked into a panorama and, after training, into a sphere of splats far around the scene, its own object beside the result. Off: the splat has no sky (its views render with a transparent background). |
| Test Views Advanced |
5% |
The share of the rendered views the splat is scored on but not trained on; they add no detail. 0% renders none and gives no score. Range 0 to 50%. |
| Scene Render Settings |
|
Opens the scene’s render settings the views leave out or keep, with Keep (see above). |
| Setting |
Default |
What it does |
| Steps |
Unticked: the quality’s |
Training steps. The quality’s: 7,000, 30,000 or 30,000. More steps refine detail and take longer. |
| Max Splats (k) |
Unticked: the quality’s |
The splat budget in thousands: 1500 is 1.5 million splats. The quality’s: 300, 1,000 or 2,500. |
| SH Degree Advanced |
Auto |
How much a splat’s colour may change with the viewing direction. Auto: 3, for objects and environments alike. 0: one colour per splat, the smallest file. 1: gentle changes. 2: stronger changes. 3: the most, sheen and soft reflections. |
| Opaque Splats Advanced |
Auto |
Whether training pushes every splat to fully opaque or gone. Auto: on for environments, off for objects. On: surfaces render solid in EEVEE; see-through materials (glass, fog) cannot stay see-through. Off: splats keep the opacity training gives them. |
| Focus Detail Advanced |
3 |
Available when the scene has focus points. How much harder training works around them: their pixels count this many times and more splats gather there. 1: off. Range 1 to 20. |
| Preview Every Advanced |
15 s |
How often the splat so far is shown in the viewport while it trains. 0: only at the end. |
The Storage panel has no settings of its own: it shows the storage folder (Open Storage
Folder), Add to Project Settings inside a Blender Project, the disk use (Views, Runs,
Splats) and Clean Up…. See Storage and Blender Projects.
| Action |
Setting |
Default |
What it does |
| Improve… (Results) |
Add Views |
On, the quality’s view count |
Render this many more views of the subject (in an environment, where the splat’s views are thin) and train on all of them. Only with Views > Source: Automatic. Range 1 to 10,000. |
| Improve… |
More Steps |
The quality’s steps |
Training steps on top of the splat’s. Range 1 to 1,000,000. |
| Improve… |
Keep the Current Splat |
Off |
Train into a new splat and keep this one to compare. |
| Export… (Results), File > Export > Gaussian Splat (.ply/.sog) |
Format |
PLY |
PLY: every value as trained, read by most splat tools. SOG: PlayCanvas’s compressed format for the web, about 15 times smaller. The file’s extension follows it. |
| Delete Splat… (Results, −) |
Rendered Views |
Off |
Also delete the views it was trained on, unless another splat in this file uses them. |
| Clean Up… (Storage) |
Training Runs |
On |
Delete logs, previews and checkpoints of trainings whose splat is not in this file. |
| Clean Up… |
Rendered Views |
Off |
Delete views no splat in this file was trained on (other files of a project may use them). |
| Save as Preset… (Quality menu) |
Name |
My Preset |
The preset’s name. When a preset of that name exists, the dialog says “A preset named … exists: Save replaces it”. |
| Save as Preset… |
Share with Project |
On |
Inside a Blender Project only: save the preset in the project’s SplatPilot folder for everyone who works on it. |
| Delete Preset (Quality menu) |
|
|
Deletes a preset after asking: “Delete …?”, or for a project preset “Delete … for everyone on the project?”. |
File > Export > Splat Training Dataset (COLMAP/nerfstudio), and Export Training Dataset… in
a splat’s menu in Results; see Exporting a training dataset.
| Setting |
Default |
What it does |
| Format |
GraphDECO 3DGS |
Postshot, GraphDECO 3DGS, OpenSplat, LichtFeld Studio or nerfstudio. |
| Include Test Views |
Off |
Also export the test views, held out of training. |
| Remove Alpha |
Off |
Composite the images onto a colour, for tools that ignore alpha. |
| Background |
Black |
The colour behind the subject in the exported images; applies only with Remove Alpha. |
| Points |
100,000 |
Points in the point cloud that other trainers start from. Range 1,000 to 10,000,000. |
Edit > Preferences > Add-ons > SplatPilot; see Preferences.
| Setting |
Default |
What it does |
| VRAM Limit (GB) |
0 |
Warn when a training would need more GPU memory than this. 0: never. Test GPU sets it on NVIDIA cards. |
| Advanced Settings |
Off |
The same switch as in the Setup panel. |