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Rendering Adjustments ​

Select the LiSplatActor and adjust rendering parameters in Details or on the tool panel's Settings page. Check the result, then save the level.

Rendering settings panelFigure: Rendering settings panel

Rendering ​

Render Mode ​

Select 3DGS or Point Cloud under Details → Render Mode. The default is 3DGS. The viewport updates to show the selected rendering mode.

3DGS renderingFigure: 3DGS rendering

Point Cloud renderingFigure: Point Cloud rendering

Light Mode ​

Light Mode provides two options:

ModeDescription
UnLitDisplays the data's original colors without scene lighting; useful for checking the original appearance
LitIncludes scene lighting. Add light Actors, then adjust lighting and normal settings as needed

To start using Lit, add a Directional Light or another suitable light. Adjust its intensity and direction, then adjust Lighting Scale as described below.

UnLit appearanceFigure: UnLit appearance

Lit appearanceFigure: Lit appearance

Color Adjustment ​

In Color Adjustment, Replace Tonemap is enabled by default. When it is disabled, use Tonemap Scale to adjust overall brightness. Start with the default and make small changes while checking the image.

Color AdjustmentFigure: Color Adjustment

Opacity Scale and Splat Scale ​

ParameterDefault and rangeUsage
Opacity Scale1; 0–2Adjusts Gaussian opacity. Lower values are more transparent; higher values are more opaque. Start with small changes around 1
Splat Scale1; 0.1–10Adjusts the displayed size of Gaussians. Increasing it can cover gaps, but excessive values thicken edges and blur details
SH Order0–3Adjusts view-dependent color appearance; normally keep the default

Auto Adjust Anti-Aliasing ​

Auto Adjust Anti Aliasing is enabled by default. It automatically selects an anti-aliasing setting for the current display mode to reduce jagged edges and flicker. Disable it if you need to manage anti-aliasing in your project.

Mip Filter ​

Mip Filter is enabled by default. It improves the appearance of small or distant Gaussians at different display scales and reduces fine shimmering. Toggle it at the same camera position to compare building edges, thin lines and distant details.

Mip Filter enabledFigure: Mip Filter enabled

Mip Filter disabledFigure: Mip Filter disabled

Alpha Threshold ​

Alpha Threshold adjusts the appearance of lighting and occlusion at edges. Keep the default of 0.5 initially; make small changes if the edges need improvement.

Color Workflow ​

Color Workflow provides Legacy Display-Referred, UE Working Color Space and UE Working Color Space 2. Keep the default initially. If matching the project's color management, compare the options under the same exposure and lighting before selecting one.

Lighting ​

Lighting settingsFigure: Lighting settings

Lighting Scale ​

Lighting Scale ranges from 0 to 1 and defaults to 0. At 0, UE scene lighting drives the result; moving toward 1 retains more of the original 3DGS brightness. If Lit mode is too dark, check the lights before changing this value.

Lighting Channels ​

Lighting Channels match lights to LiSplat objects. A light must share a channel with an object to affect it. Keep the default channel for ordinary scenes. Configure matching channels on both the light and object when a light should affect only selected objects.

Normals ​

Normal settings affect lighting. Select a mode under Normals → Normal Mode:

ModeUsage
Fixed NormalUses a fixed direction; start with the default
View FacingAdapts the lighting appearance to the view; fine-tune with Approx Normal Spread
HemisphericalUses a hemispherical directional effect; adjust Normal Pole and Normal Hemi Spread
Proxy MeshAssign a static mesh below when a mesh matching the Gaussian scene is available

Normal Proxy ​

After choosing Proxy Mesh mode, assign a static mesh aligned with the Gaussian scene under Normal Proxy. Normally leave Forced LOD Model on automatic selection.

Shadows ​

Assign a proxy mesh aligned with the scene under Normal Proxy, then enable Cast Shadow. The scene also needs a light that can cast shadows. Check the result on floors and walls.

Primitive Lighting ​

Primitive Lighting provides additional UE lighting options. Defaults are suitable for general use. Adjust indirect lighting and lightmap options only when needed for the project's lighting setup.

Point Cloud ​

Set Render Mode to Point Cloud, then expand Point Cloud.

Point Cloud Opacity ​

Point Cloud Opacity defaults to 0.2 and ranges from 0 to 1. Lower values are more transparent; higher values are more opaque, helping you inspect point distribution and overlapping areas.

Elevation Coloring ​

Use Elevation Color Bottom and Elevation Color Top for lower and higher elevations. Enter colors directly or use the color picker. Intermediate elevations use a gradient calculated along the data's local Z direction. After rotating the Actor, check which direction the colors represent.

Point cloud elevation colors and opacityFigure: Point cloud elevation colors and opacity

LiSplat Unreal SDK Documentation Center