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Mesh to Gaussian Splat

Sample a 3D mesh into a Gaussian splat scene and export it as SPZ, PLY, SPLAT or KSPLAT.

infoThe scene this produces is flat: spherical-harmonic degree 0, one colour per splat, no view-dependent highlights. A mesh holds no record of how it looks from angles a camera never occupied.upload_file

Click to browse or drag & drop files here

GLB, glTF, OBJ, STL, PLY, FBX, DAE, 3MF, USDZ… add .bin, .mtl and texture files alongside

Accepted: .glb,.gltf,.obj,.stl,.ply,.fbx,.dae,.3mf,.off,.3ds,.amf,.wrl,.vtk,.drc,.usdz,.usd,.usda,.usdc

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Going the other way

Most splat tools take a capture apart. This one builds a splat scene up, from a mesh you already have — a CAD part, a game asset, a scan you already meshed, anything the 3D loaders here can open.

That is useful when you want to drop modelled geometry into a splat pipeline, build a test scene for a splat viewer, mix a modelled prop into a real capture, or produce a known-good "before" for a compression comparison.

What comes out

A flat, view-independent splat scene. Spherical-harmonic degree 0: one colour per splat, no highlights that slide across the surface as the camera moves. That is not a limitation of the tool but of the input — a mesh carries no record of how it looks from angles a camera never occupied, so there is nothing to put in the higher bands.

How each splat is built

  • Position — area-weighted surface sampling. Every triangle gets samples in proportion to its area, so density is even across the surface no matter how uneven the tessellation is. The sampling is seeded, so the same mesh and settings always give the same scene.
  • Orientation — a rotation that puts the splat's thin axis along the interpolated surface normal, which lays each splat flat against the surface the way a converged capture does.
  • Scale — from the sampling density. With area-weighted sampling the local spacing equals √(area / count) everywhere, so one figure is correct across the whole model. Splat scales are standard deviations, not radii, which is why the default radius factor is 0.6.
  • Colour — the base-colour texture sampled at the interpolated UV where there is one, otherwise the vertex colour, otherwise the material colour. Blending is done in linear light and converted back for storage.

Choosing a format

SPZ is the default: about a tenth the size of a PLY. PLY is the lossless interchange format. KSPLAT suits the GaussianSplats3D viewer. .splat normally throws away every spherical-harmonic band above the flat colour — here there are none, so for once it costs nothing.

Everything runs in your browser; your model is never uploaded.