The Gaussian Splat shape renders point-based scene representations composed of millions of oriented volumetric splats instead of traditional polygonal geometry. Gaussian splats are commonly generated from photogrammetry, neural rendering, or radiance field reconstruction workflows and provide an efficient way to represent highly detailed real-world captures.
Each splat is represented as an anisotropic 3D Gaussian distribution defined by:
During rendering, Arnold projects and blends splats together to reconstruct continuous surfaces and volumetric detail with smooth transitions and high visual fidelity.
The Gaussian Splat shape loads and renders Gaussian splat datasets inside Arnold. These parameters control file loading, viewport display, color handling, and advanced rendering options.

Specifies the Gaussian Splat file to load (PLY).
Specifies the coordinate-system convention used by the source splat file (for example, Y up or Z up). Set this to match how the splat dataset was authored so that the data is oriented correctly in the scene.
Defines the minimum on-screen size of individual splats in pixels. Increasing the Min Pixel Width (MPW) can help reduce holes and sparse regions, improve the visibility of distant splats, and produce smoother surface reconstructions. Lower values preserve finer detail but may introduce gaps or aliasing in thin regions.
There is a global switch for Min Pixel Width available in the Render Setup window.
The Min Pixel Width parameter can also be overridden on a per-object basis using the Arnold Properties modifier.
Specifies the color space used to interpret splat color data. Choose the color space that matches the source dataset to ensure accurate shading and lighting.
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| RAW | sRGB |
Controls how each splat's stored color and radiance data is interpreted, shaded, and combined into the final image.
Applies a color multiplier to the emission component of each splat. White preserves the original captured color; other values shift the emitted appearance for look development, grading, or matching scene lighting.
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| White (default color) | Blue |
Scales the contribution of each splat's stored radiance, treating splat color as emitted light. A value of 1.0 renders splats at their captured brightness; 0.0 disables the emission contribution.
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| 0.25 | 0.5 | 1 (default) |
Applies a color multiplier to the diffuse component of each splat.
Scales the diffuse shading contribution from scene lights. Use a non-zero value to have splats respond to Arnold lights; set to 0.0 for an unshaded, radiance-only look.
Controls the roughness of the diffuse response. Higher values produce a flatter, more uniform diffuse falloff across each splat.