Splats versus meshes: which output to choose

Gaussian Splats

A splat is for looking at; a mesh is for doing things with. The choice, case by case — and why you sometimes want both.

Short answer: choose a splat to look at something photographically, and a mesh to do anything with it. A splat is a photographic record; a mesh is a surface you can edit, animate, collide with, relight and print.

Gaussian splatMesh
What it storesMillions of soft coloured blobsTriangles or quads, plus textures
Looks photographicYes — fuzz, foliage and sheen includedOnly as good as its textures and lighting
Edit the shapeNoYes
Rig and animateNoYes
RelightNo — the lighting is baked inYes, with PBR materials
Collisions and physicsNeeds a separate collision meshYes
3D printingNoYes
Typical sizeLarge, unless compressedSmall to large, set by polygon budget

When is a splat the right choice?

  • Showing a real place. A room, a site, a street — a walkthrough or a backdrop where what matters is that it looks like the photographs.
  • Digital-twin views. Somewhere people need to see as it is, from any angle, on a link.
  • Hard-to-model subjects. Plants, hair, fabric, clutter: things a mesh needs enormous detail to fake.
  • Backgrounds behind meshes. A splat environment with interactive mesh objects placed in it is a common combination.

When is a mesh the right choice?

  • Game assets that move, get hit, or have to run on a budget.
  • Anything rigged. Skeletons need a surface to deform.
  • Product models that must change colour or material, which needs real materials rather than baked colour.
  • Printing, which needs a closed surface.

Can you have both?

Often you want both, and they do different jobs in the same scene: the splat for what the world looks like, a mesh for what you can touch. A simple collision mesh for the splat's floor and walls is what lets a player walk through a splat environment without falling through it.

In Zetta 3D

The Studio makes both. Generate 3D and Generate Smart 3D make meshes; Generate Splat makes splat objects and splat worlds — and a world can be exported as a mesh or a collider mesh when you need a surface after all. Mesh tools such as retopology and rigging do not run on a splat itself. The Gaussian splat generator page describes what the splat side produces.

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