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Lately I've been looking into gaussian splats, and how they can be utilised. They do represent a step forward in capturing reality. No models, no texturing, just a realistic and faithful capture, crucially including real reflections, transparency and lighting. However, that fidelity is also a drawback. As it stands, you can't change materials, or lighting, or even interact with the captures in a meaningful way.
So in Unreal I've been experimenting with a way to get around that. Here's a basic example, using hidden meshes to make elements of the splat "selectable", and call up metadata.
Quite rough around the edges, but demonstrates how this could be useful for anyone looking to illustrate an architectural concept in a realistic environment, while allowing for interaction and supporting information.
Lately I've been looking into gaussian splats, and how they can be utilised. They do represent a step forward in capturing reality. No models, no texturing, just a realistic and faithful capture, crucially including real reflections, transparency and lighting. However, that fidelity is also a drawback. As it stands, you can't change materials, or lighting, or even interact with the captures in a meaningful way.
So in Unreal I've been experimenting with a way to get around that. Here's a basic example, using hidden meshes to make elements of the splat "selectable", and call up metadata.
Quite rough around the edges, but demonstrates how this could be useful for anyone looking to illustrate an architectural concept in a realistic environment, while allowing for interaction and supporting information.
Splat from: @Perspectivaavs
Music from #Uppbeat
License code: KYUJKTPMZCTKESDA
Back to Exploring Gaussian Splats in Unreal Engine project