What a stupid thing to think and then say. The tools, no matter how good they get, only make what we already believe to be reality. They can never make things more real than reality. To suggest you’re living in a simulation because somebody made Rome in a day, based on the Rome you know already exists is completely insane. There is no hint of a simulation just like when a chef makes my food my immediate thought is not “a rat under their hat made that”
Is it possible to convert a 3D scene to Gaussian splatting? that each point of the cloud is specifically determined and that this kind of blurring in the cloud is not seen when viewing from angles far from the camera's point of view in conventional constructions.
This is a great video! Thank you! I got this working just a few minutes ago using Xverse plugin in 5.3. It seems to be fine but when I bring it into the vr template and activate VR, it only shows correctly in the left eye, whereas the right eye doesn't correctly show the splats - they look like billboard cards. Is it possible to view these splats in VR?
My scenes don't look as high-quality as yours when moving my camera around. is this a setting I haven't changed or did I mess up on the import process?
Loved this content! But one thing to be aware! If you are having flickering issues, you will need to set your sort precision in your sprite renderer to high!!!
Many thanks to the author for the clear explanation and high-quality demonstration. It inspires me to conduct my own experiments. I have some questions and would be grateful if the author of the video could answer them: Firstly, I would like to understand more about performance, specifically how many resources are consumed in processing the files. Is it possible to cut out an area with a single toy car, or an area with a single Christmas tree, from these files and then clone this object multiple times within an Unreal level? I would like to learn more about the capabilities of working with lighting; it would be great if the next video could include a demonstration. Thanks again for the video!
Could one tell concert goers to download an app, then have them all film the show with their phones, but live-stream their footage through the app, to compile a song performance as a Gaussian splat construct? Could be a cool way to record concerts for virtual viewers.
@@pinkpocketTV what do you mean? there's papers that have 4D gaussians like 'Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis'
Thanks for the tutorial! I've been using it for a virtual reality experience and the plugin is displaying fine in viewport and preview window, but previewing on the headset, the alignment of both eyes on that object is weird. Do you have any idea what could be causing it so I can investigate how to fix it?
I tried this on my Oculus Quest 2 and I have similar glitches. I think they will fix the Gaussian splats implementation for VR in the future iterations of the plugin.
Would it be possible for a player running a compiled UE5 game to upload a video and it is used in-game to generate an environment? Or are the splatting tools for dev environment only?
Anyone else notice how the translation transformations do not seem to work correctly with this plugin? When you try to move the GS actor, it will double transform and move diagonally on multiple axis. As cool as this is, if we can't properly transform the actors... it becomes almost unusable for many workflows.
Hello, I encountered a similar problem. I assume that at the moment gaussian splatting is not an object such as a mesh, it is a system of particles in a certain volume. Transforming this volume and moving it does cause problems. In particular, I tried to isolate a certain part of the gaussian splatting object that interested me by enclosing it in a local volume, then I grouped the volume and the object, but I could not move them to the part of the scene I needed; the gaussian splatting moves diagonally almost uncontrollably. The second problem, which is also relevant, is the visual deterioration of the gaussian splatting image compared to the native viewer. The lighting works quite poorly; shadows from light sources are not cast. Has anyone managed to deal with these problems?
it doesn't look like it would be especially useful for videogames - there is no interactivity with it. Even doing adding collisions seems like it'd be a pain. I suppose as a replacement for a skybox (specifically distant landscape) since it can be affected by lighting. Or maybe if you need parallax in your distant background for some reason.
Hold on! Yes it can run in a standard browser and that is truly amazing but your browser uses your GPU. It might not tax the GPU like some apps but it has to be using it even if it's simply to display an image.
When i drag the BP to the scene i get one second of the colors displayed then what i end up with are a bunch of planes with no textures, like with the default unreal untextured object, couldn't find how to fix it, i tried to download the 1.0 version, but does the same thing. any suggestions?
@@pinkpocketTV Unfortunately this didn't work for me. Do you have a solution? I have the same problem. At first, the textures appear for a second and then disappear.
Oh ok. Wonder if there is a way to somehow extract a 3D mesh out of the splat, even just a low res one you could use as a fairly accurate shadow catcher. If not then at least shadows on simple surfaces could be easily created by just using simple shapes as shadow catchers.
It doesn`t work correctly in 5.2. Splat shows fine for one second and after that I see only gray checkered planes. Is it plugin error or I need to check some settings?
@@ianzits Unfortunately this didn't work for me. Do you have a solution? I have the same problem. At first, the textures appear for a second and then disappear. Folder solving not working.
@@Lyumins have you tried removing it first from unreal default folder? The other option is to get the Luma aí plugin which is free and pretty much does the same, downsize is you have to create the GS I side their website.
There's nothing particularly new about point cloud data used in 3D, just with Gaussian Splatting it's being processed and rendered differently. Yes, details and material properies at the time of capture you are stuck with, but firms like Infinite Realities are already exploring animated gaussian splats of humans. I imagine the files are incredibly massive though considering the detail they can capture. But for video games and background elements in production movies this is definitely a game changer because of the fidelity. And if you output a splat with spherical harmonics it can be re-lit by the 3D scene/space it is in to some degree.
Hello pinkpocket as we know using substrate materials is a game changer and far more realstic but i always had that issue whenever i want to render something like glass for example then i wont get the realstic caustics of a glass in path tracer any tips for that please...
I'm more and more convinced we're living in a simulation created by someone, and we've just started a process of creating a new one.
Yeah it’s scary where this technology is heading.
What a stupid thing to think and then say. The tools, no matter how good they get, only make what we already believe to be reality. They can never make things more real than reality. To suggest you’re living in a simulation because somebody made Rome in a day, based on the Rome you know already exists is completely insane. There is no hint of a simulation just like when a chef makes my food my immediate thought is not “a rat under their hat made that”
there's a Futurama episode about this
I was thinking exactly the same thing X'D
Simulations all the way down
Happy to see my creation right from the beginning ;)
Heyy, thanks for watching. Appreciate the support!
Sure, waiting.
Thank you very much! So helpful!
Do you know how to make the "point transition" effect of luma ai app?
Is it possible to convert a 3D scene to Gaussian splatting? that each point of the cloud is specifically determined and that this kind of blurring in the cloud is not seen when viewing from angles far from the camera's point of view in conventional constructions.
This is a great video! Thank you! I got this working just a few minutes ago using Xverse plugin in 5.3. It seems to be fine but when I bring it into the vr template and activate VR, it only shows correctly in the left eye, whereas the right eye doesn't correctly show the splats - they look like billboard cards. Is it possible to view these splats in VR?
what about other propoerties of material like specularity, metalness, transmission etc because it just capture current view at the time of recording.
what could be its usage apart from creating various camera movements ?
My scenes don't look as high-quality as yours when moving my camera around. is this a setting I haven't changed or did I mess up on the import process?
Wow Nice Grafics
Yup!
Cool. Can you change the texture maps, materials as well from the splat? I guess not possible?
Loved this content! But one thing to be aware!
If you are having flickering issues, you will need to set your sort precision in your sprite renderer to high!!!
Do you have any idea if any of the gaussian splat plugins will compile and run on android? Mainly for native Quest experiences.
more more video like this, plzzz!
Yup! Thanks for watching!
How do you photograph this photogramitry and convert it into a UE5 asset?
Many thanks to the author for the clear explanation and high-quality demonstration. It inspires me to conduct my own experiments. I have some questions and would be grateful if the author of the video could answer them:
Firstly, I would like to understand more about performance, specifically how many resources are consumed in processing the files.
Is it possible to cut out an area with a single toy car, or an area with a single Christmas tree, from these files and then clone this object multiple times within an Unreal level?
I would like to learn more about the capabilities of working with lighting; it would be great if the next video could include a demonstration.
Thanks again for the video!
Thank you for watching. And yes the next video is going to cover all the things you mentioned. And again appreciate the support!
are they compatible with niagara fluids and VDBs?
Could one tell concert goers to download an app, then have them all film the show with their phones, but live-stream their footage through the app, to compile a song performance as a Gaussian splat construct?
Could be a cool way to record concerts for virtual viewers.
Gsplats doesn’t support animation for now, they are static. But this is a cool idea 🔥Thanks for watching! Appreciate the support!
@@pinkpocketTV they don’t right now, but when they do, and an AI can assemble them, the world of concert coverage will change.
@@pinkpocketTV what do you mean? there's papers that have 4D gaussians like 'Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis'
Thanks for the tutorial!
I've been using it for a virtual reality experience and the plugin is displaying fine in viewport and preview window, but previewing on the headset, the alignment of both eyes on that object is weird. Do you have any idea what could be causing it so I can investigate how to fix it?
I tried this on my Oculus Quest 2 and I have similar glitches. I think they will fix the Gaussian splats implementation for VR in the future iterations of the plugin.
como haces el efecto de los puntos? gracias
hi, can you render 360° panoramic frames including a gaussian splat? How does this work?
great video, a question, can applications be packaged using this plugin? I would like to add this to my games
Yup! It can be packaged into a game!
Would it be possible for a player running a compiled UE5 game to upload a video and it is used in-game to generate an environment? Or are the splatting tools for dev environment only?
Anyone else notice how the translation transformations do not seem to work correctly with this plugin? When you try to move the GS actor, it will double transform and move diagonally on multiple axis. As cool as this is, if we can't properly transform the actors... it becomes almost unusable for many workflows.
Hello, I encountered a similar problem. I assume that at the moment gaussian splatting is not an object such as a mesh, it is a system of particles in a certain volume. Transforming this volume and moving it does cause problems. In particular, I tried to isolate a certain part of the gaussian splatting object that interested me by enclosing it in a local volume, then I grouped the volume and the object, but I could not move them to the part of the scene I needed; the gaussian splatting moves diagonally almost uncontrollably.
The second problem, which is also relevant, is the visual deterioration of the gaussian splatting image compared to the native viewer. The lighting works quite poorly; shadows from light sources are not cast. Has anyone managed to deal with these problems?
I am getting "Unknown extension ply" when i click and drag the ply into the Content Drawer. Can you help me ?
Don’t drag it, there is that button to import Gaussian Splats on the top.
my 3dgs dont load the textures in ue 5.4... any idea?
why my ue5.3 doesn't have crop volume?
where could i download gaussian splats??
You can’t go in close on it?
it doesn't look like it would be especially useful for videogames - there is no interactivity with it. Even doing adding collisions seems like it'd be a pain.
I suppose as a replacement for a skybox (specifically distant landscape) since it can be affected by lighting. Or maybe if you need parallax in your distant background for some reason.
How about 4D gaussian splatting in unreal
is it okay to use this on a Mac?
Download ply file is closed?
So gaussian splats are light interactive now? I see the colors change, but do gaussian splats actually draw shadows?
My first tests showed that no, shadows from GS objects are not cast.
na bro, thought youll show using it with your own videos, what to do with pre made ones
WE WANT THE TEXTURED MESH!
❤
Hold on!
Yes it can run in a standard browser and that is truly amazing but your browser uses your GPU.
It might not tax the GPU like some apps but it has to be using it even if it's simply to display an image.
Yup!
WebGL and WebGPU.
which gpu are you using ?
Where did you take the first clip? It is from my country :D
All links are in the description!
Of course its on gpu, browser is only a viewer
When i drag the BP to the scene i get one second of the colors displayed then what i end up with are a bunch of planes with no textures, like with the default unreal untextured object, couldn't find how to fix it, i tried to download the 1.0 version, but does the same thing. any suggestions?
instead of instaling the folder into unreal installation folder, i installed inside the projects content folder and it worked
Yeah!
@@pinkpocketTV Unfortunately this didn't work for me. Do you have a solution? I have the same problem. At first, the textures appear for a second and then disappear.
Hello , when Im importing .ply file UE crash (NVIDIA GeForce RTX 2060 SUPER , i5 - 13600KF , 32 GB RAM) , can you help please ?
dont rename your .ply while or after downloading... u need to keep it how it was named when uploading
@@mastas7 , thanks , I ve got figured how to import )
is this plugin better in any way than the lumaai plugin?
It’s pretty similar and free as well.
you can't cast any shadows onto it though. like, if i create a cube in unreal and have the sun hit it, no shadows land on these splats.
Oh ok. Wonder if there is a way to somehow extract a 3D mesh out of the splat, even just a low res one you could use as a fairly accurate shadow catcher. If not then at least shadows on simple surfaces could be easily created by just using simple shapes as shadow catchers.
Very good explain!
Heyy, thanks for watching! Appreciate the support.
It doesn`t work correctly in 5.2. Splat shows fine for one second and after that I see only gray checkered planes. Is it plugin error or I need to check some settings?
instead of installing into unreal's installation folder, place the plugin into the projects folders as a folder called plugin, it worked for me
@@ianzits Unfortunately this didn't work for me. Do you have a solution? I have the same problem. At first, the textures appear for a second and then disappear. Folder solving not working.
@@Lyumins have you tried removing it first from unreal default folder? The other option is to get the Luma aí plugin which is free and pretty much does the same, downsize is you have to create the GS I side their website.
Hello, I have the same problem and I can't find the solution. Have you managed to solve it ? Thanks a lot !
👍
Hey, thanks for watching! Appreciate the support.
There's nothing particularly new about point cloud data used in 3D, just with Gaussian Splatting it's being processed and rendered differently. Yes, details and material properies at the time of capture you are stuck with, but firms like Infinite Realities are already exploring animated gaussian splats of humans. I imagine the files are incredibly massive though considering the detail they can capture. But for video games and background elements in production movies this is definitely a game changer because of the fidelity. And if you output a splat with spherical harmonics it can be re-lit by the 3D scene/space it is in to some degree.
Can we have them animated?
At the moment they can only be static. However I read a crazy paper which experiments with animated gsplats, so they are still working on it!
Hi
i cant donwload for free there.
So youu in are not even teaching how to do Gaussian splatting the command prompt way
would you say that way is better in terms of quality?
Please contact me sir one doubt sir
Hello pinkpocket as we know using substrate materials is a game changer and far more realstic but i always had that issue whenever i want to render something like glass for example then i wont get the realstic caustics of a glass in path tracer any tips for that please...