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).
When enabled without a mask mesh, passes the file path directly to Arnold for efficient on-demand loading. When disabled, MtoA reads and inlines the PLY data at scene translation time. Inlining also occurs automatically when a mask mesh is connected, regardless of this setting.
Specifies the coordinate-system convention used by the source splat file. 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.
For best results, use an MPW value close to 1.0. Setting MPW too low may cause visible holes or missing coverage.
| 0 (default) | 10 | 20 |
Controls how each splat's stored color and radiance data is interpreted, shaded, and combined into the final image.
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 |
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 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 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.
Note that the fish in the example below is a polygon mesh. This demonstrates that Gaussian splats can be mixed with meshes, curves, and volumes in the same scene, while still supporting ray-traced effects such as reflections and refractions.
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| Diffuse Weight: 0 (default) Emission Weight: 0. | Diffuse Weight: 1. Emission Weight: 0. Coral splat receives diffuse lighting. | Diffuse Weight: 0. Emission Weight: 0.3. |
Applies a color multiplier to the diffuse component of each splat.
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| No Diffuse Weight | Diffuse Tint: blue |
Controls the roughness of the diffuse response. Higher values produce a flatter, more uniform diffuse falloff across each splat.
Restricts splat rendering to a region defined by a polygon mesh.
Specifies a polygon mesh that masks the splat rendering. By default, splats inside the mask mesh are removed and only those outside are rendered. This is useful for cutting away a region of a large splat capture.
Disable the Arnold Visibility attributes for the mesh used as the Mask Mesh.
When you use a Mask Mesh, MtoA reads and inlines the PLY data at scene translation time.
To select a Mask Mesh:
Alternatively, you can manually connect the object's shape node Out Mesh to the Mask Mesh of the Gaussian Splat.

Disable the Arnold > Visibility attributes for the mask mesh (or template it).
All Arnold > Visibility attributes disabled for mask mesh
When you enable Invert Mask, Arnold renders only the splats inside the mask mesh instead of outside.
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| Invert Mask (disabled). Sphere shape used as mask. | Invert Mask (enabled). Sphere shape used as mask. |
Controls viewport visualization behavior.
Determines how the Gaussian splats are displayed in the viewport.
Specifies the percentage of splats shown in the viewport. Lower values improve interactive performance when working with large datasets. This setting does not affect final render output.
Limits the number of splats shown in the viewport. This parameter improves interactive performance when working with large datasets. Lower values provide faster interaction while higher values improve viewport fidelity. This setting does not affect final render output.
A text box for Arnold points node parameters and values (Gaussian splats are rendered as Arnold points).
You can use this to set points parameters. For example: mode sphere radius 0.01