Skip to content

Glossary

A way to describe a scene as many small, soft, coloured blobs (“splats”), each with a position, a size and orientation, an opacity and a colour that can change with the viewing direction. Seen together, they reproduce the scene from any angle. Blender 5.3 displays and renders Gaussian splats natively.

A Gaussian splat in Blender: an object whose data holds the splats. SplatPilot puts its results in a Splats collection and lists them in the Results panel. You can move, rotate and scale it like any object and render it; to export it, keep its scale uniform.

Fitting a splat to the rendered views: step by step, the splats move, grow, shrink and change colour until the splat looks like the views. SplatPilot trains on your graphics card.

One round of training. More steps refine detail and take longer. The qualities use 7,000 (Draft) or 30,000 (Standard and High).

The most splats a result may have, set by the quality or by Max Splats (in thousands). A larger budget can hold finer detail and needs more GPU memory.

How much a splat’s colour may change with the viewing direction, stored as spherical harmonics (SH). Degree 0 is one colour per splat; degree 3 holds sheen and soft reflections but needs every surface seen from many directions. See Training settings.

The splat so far, shown in the viewport as <name> (training) while a new splat trains. It is replaced every 15 seconds by default and removed when the result arrives.

A saved state of a training. SplatPilot writes one every 5 minutes and when you pause, so a training can resume after a failure and Improve can train a finished splat on later.

What a splat was made with: the quality and settings of the click, the views as rendered (with the render engine), the training’s steps, splat budget and SH degree, the versions and the date. SplatPilot keeps it on the splat with its subject, and as a .json beside its trained file. Results shows it in one line, and Use Its Settings applies its settings again. See Results.

One camera position and direction that SplatPilot renders. Views come from automatic planning, from rigs or from cameras, as the Views panel’s Source says. In the viewport they are drawn as small camera frusta.

A view the splat is trained on. Drawn in amber by default.

A view the splat is not trained on but scored on, so its score says how well the splat holds up from angles it never saw. Set by Test Views (5% by default). Drawn in red by default. Also called a held-out view.

A cheap view of an environment (small, one sample, no denoising) that teaches the splat where surfaces are rather than their colour. Automatic views are picked among them. Drawn in grey when shown.

With automatic views: the views of the current settings once Views, Render or Create Splat has planned them, shown in the viewport and listed in the Views panel. Placed for other settings, they are drawn faint and the Views button shows red.

Whether a subject is an object, seen from outside, or an environment, a space or a set seen from within and around it. Two tabs in the Setup panel.

What becomes the splat: the selection, a collection or the whole scene, set by Subject in the Setup panel. When there is nothing to splat, a line at the top of the Create Splat panel says what is wrong. With Subject Only (an object chosen by selection or collection), the views show the subject alone.

How well views see the scene, in two parts: how much of the surface they see (Surfaces), and from how many directions (Directions). Each part counts against a larger set of cheap views and reads “Enough” at the point where more views stopped improving splats in our tests (94% of the surface, 88% of the directions); below it, a share such as “72% of enough”. With both enough, more views would add little at Draft’s training. The Coverage panel shows both parts with a verdict such as “Enough views” or “Few directions”. An environment’s automatic views have a coverage once they are picked; Check Coverage measures it for rigs, cameras and objects. A coverage holds for the views and the subject it was measured for; after a change it reads “Outdated”. See Views.

Where the views fall short: the scene’s surfaces as spots coloured Good, Fair, Weak or Unseen, with the weak and unseen ones grouped into problem areas you can step through and frame. There is one after Check Coverage and after an environment’s views are picked; Map, a button with an eye in the Coverage panel, draws it. See Views.

A sphere Empty you place over what matters most in an environment. Focus Weight gets it seen from more places; Focus Detail makes training work harder there.

A set of views you place and shape yourself: a sphere, dome, cylinder, grid, ring or the vertices of a mesh. Each rig is a collection inside the SplatPilot collection. See Rigs and targets.

The rig selected in the Views panel’s rig list. Its settings show below the list, and its handles in the viewport.

The Empty that places a rig: move, rotate and scale it to move, turn and size the rig. Usually parented to the target, so the rig follows it.

The object a rig’s inward views aim at: at its origin (Point), the closest point of a line (Segment) or the closest point of a box (Box).

The yellow arrows and rings in the viewport that shape the active rig and its target when you drag them: radius, height and size, segment ends, box size.

A set of five numbers (views, image size, samples, splat budget, steps): Draft, Standard or High.

Your quality settings saved under a name, for any file or scene. Inside a Blender Project, presets can be shared with everyone on the project.

Peak signal-to-noise ratio, in decibels (dB): how closely the splat matches a view, pixel by pixel. Higher is better. It compares runs of the same views; between scenes it says little, as the background and the scene’s detail move it. Each doubling of the views added about 2 dB in our tests.

The rows at the top of the Create Splat panel: Views, Images, Splats, VRAM, Disk, Render and Train, and Time for both once the render time is known. Measure (Measure Render) times two views to know it.

The graphics card’s own memory. Training needs enough of it for the splats and the views; the estimate shows how much.

The splatpilot folder where SplatPilot keeps a file’s rendered views, training runs and results: next to the .blend, or in the Blender Project. See Storage and Blender Projects.

The pictures and data of the views, in the storage folder’s datasets/. Training reads them; they can be rendered again when deleted.

One training’s folder in jobs/: its log, previews and checkpoint. Open Run Folder in a splat’s menu opens the splat’s last one.

A folder that Blender 5.3 treats as a project, for files a team works on together. SplatPilot stores its files there and can share quality presets.

A file format for point data that Gaussian splat tools commonly use. Export… in Results saves a splat in it, with Format: PLY.

PlayCanvas’s compressed format for Gaussian splats on the web (“spatially ordered Gaussians”): a zip of WebP images, about 15 times smaller than a PLY. Export… in Results saves a splat in it, with Format: SOG.

A layout for cameras, images and points that many splat training programs read. The Splat Training Dataset export writes it for Postshot, GraphDECO 3DGS, OpenSplat and LichtFeld Studio.