ComfyUI Node Runs on cloud
Extract Mesh from Splat
Extract a coloured mesh from a gaussian splat.
Extract Mesh from Splat
- splat
- mesh
◄resolution384►
◄kernel5►
◄smooth0►
◄level0.40►
◄min_component500►
◄min_opacity0.02►
◄color_sharpen2.0►
Category3d/splat
Inputs (8)
| Name | Type | Default | Description |
|---|---|---|---|
| splat | SPLAT | — | |
| resolution | INT | 38464–768 | Density-grid resolution along the longest axis. Higher = finer surface, more VRAM/time (grows with resolution^3). |
| kernel | INT | 51–8 | Max splat half-width in voxels. Each gaussian is rasterized over a window sized to its own 3-sigma, capped here - small surfels stay cheap, large ones aren't truncated. Raise if sparse splats leave gaps. |
| smooth | INT | 00–60 | Taubin mesh-smoothing iterations. Smooths the surface without shrinking it (volume-preserving), unlike blurring the density. 0 = raw surface. |
| level | FLOAT | 0.400–2 | Iso-surface level. Auto-picked by Otsu; this biases it (1.0 = auto, lower = fatter/more-connected surface, higher = thinner/tighter). |
| min_component | INT | 5000–100000 | Drop connected components smaller than this many vertices (0 = keep all). Removes detached floater blobs and the inner shell of the double wall. |
| min_opacity | FLOAT | 0.020–1 | Ignore gaussians fainter than this before meshing. |
| color_sharpen | FLOAT | 2.01–8 | Crisp up the vertex texture: 1.0 = physically-correct blend; higher biases each voxel's colour toward its dominant gaussian instead of averaging neighbours (de-smears the texture). Colour only - geometry is unchanged. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| mesh | MESH | — |