Splat Surface Rendering

This is a material that represents point clouds and octrees as closed surfaces.

How to Assign Material

To assign a Splat Surface Rendering material to an object, select the object in the Object List, then go to the Rendering Options group in the Object Inspector and select a material from the Material dropdown menu.

Details on creating new materials can be found here.

Material Settings

You can edit settings either in the Material Editor or the Rendering Options group of the Object Inspector.

  • For Object color, see Point Cloud Rendering.
  • Size parameter controls “closeness” of the surface. Make the Size so big that the surface is just closed, not bigger. The valid range is 0.001 to 1.0. The default value is 0.003.
  • Check the box Has normals to activate normal vectors. The default value is disabled. But before that, make sure that you have enabled normal attribute and computed normal vectors. Some tools and features including lights and shadows as well as 3D drawing tools require normals to yield optimal results.
  • Back-face culling and Averaging are reserved for future use.
  • Enable Smoothing to improve visual quality, but this may decrease performance. The default value is disabled. The valid range for the smoothness value is 0.001 to 1. The default value is 0.050.
We recommend to start with a small smoothness value and marginally increase it until the desired smoothess is achieved. An overly large smoothness value will blend colors with occluded regions.

How to Show a Model Shaded

Similar to Point Cloud Rendering, you can display models shaded as follows:

  1. Select the model of interest in the Object List.
  2. Select Tools > Point Cloud > Normal Computation to compute normals.
  3. Turn on lighting.
  4. Assign a Splat Surface Rendering material to your model.
  5. Enable Object color and Has Normals in the material settings of your model.
  6. Lastly, select the default Flashlight in the Object List, and increase its range and spot angle in the Object Inspector.

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