Gaussian Splat AI on Martini
Gaussian splat AI on Martini turns a prompt or reference image into a viewable splat-style 3D scene — a point-cloud-like representation you can fly through, frame, and screenshot for downstream image and video work. It is built for real-time exploration and pre-viz reference, not for clean mesh export, and shines on photogrammetry-style worlds, atmospheric environments, and AR/VR mood sketches.
What it creates
Gaussian splat AI produces a splat-style 3D scene — a dense field of small textured points (gaussians) that, when rendered together, look like a continuous, photoreal-feeling environment. Inside Martini, you get a viewable scene preview on the canvas that you can fly through, re-frame, and screenshot to drive the rest of your workflow. The look skews soft, atmospheric, and slightly painterly compared to a polygon mesh — which often works in your favor for cinematic and reference uses.
Splats are particularly strong on cluttered, textured, real-world-style environments: alleyways, forests, busy interiors, weathered architecture, and outdoor landscapes. They handle complex geometry and incidental detail in a way that mesh-based pipelines struggle with. They are weaker on hard-surface CAD-style precision, perfectly clean text and logos, or razor-edged industrial shapes.
Treat the output as a real-time, viewable spatial preview rather than a finished asset. You will not export the splat into a traditional VFX pipeline or game engine without specialized tooling — but you can pull frames, plan camera moves, and use the scene as your spatial spine for an entire sequence of generated shots.
Inputs and outputs
Inputs are typically a text prompt describing the scene and an optional reference image to anchor look and palette — wired in from any Image node on Martini such as Nano Banana 2 or Flux. Some configurations also accept short sequences of images or frames as input for a more photogrammetry-style reconstruction. The output is a viewable splat scene rendered inside the canvas, navigable in real time, where you can frame angles and capture screenshots. Those screenshots flow downstream into image nodes for retouching or video nodes like Sora 2 for camera moves and animation. Treat the canvas preview as your delivery medium; raw splat files are not the primary output.
Best workflows
- •Real-time scene fly-throughs — generate a splat world, sweep the camera through it, and screenshot key beats to feed Sora 2 or Kling 3 as first frames for cinematic shots.
- •AR/VR pre-visualization — sketch out an immersive environment quickly and use the splat preview as a reference for blocking, scale, and presence without booting a full XR pipeline.
- •Photogrammetry-style 3D reference — recreate cluttered, textured environments (markets, forests, alleys, ruins) much faster than scanning or modeling them by hand.
- •Atmospheric mood scenes — splats render soft and painterly by default, which works beautifully for foggy landscapes, dim interiors, and dreamy outdoor sets.
- •Background plates for hybrid pipelines — use a splat scene as deep-background reference behind characters or products, then composite final hero elements on top with image and video nodes.
- •Concept and pitch reels — show a client a navigable world during a pitch meeting instead of a flat keyframe — even an unfinished splat reads as immersive on a screen.
How to use it in Martini
- 1
Add a 3D node to your canvas and configure it for Gaussian splat generation. Drop a Text node next to it with a focused scene description — environment, mood, lighting, time of day — and wire the Text into the prompt input.
- 2
Optionally connect a reference Image node such as Nano Banana 2 or Flux into the reference input. A strong reference frame anchors palette, atmosphere, and rough composition, which matters when you need scene continuity across many downstream shots.
- 3
Run the node and wait for the splat preview to render. Once it loads, navigate through the scene in the canvas preview and find the angles that read best — splats reward exploration, so spend a moment sweeping the camera before settling on a frame.
- 4
Capture screenshots at the angles you want to keep. Drop each screenshot into a downstream Image node for color and detail work, or feed it directly into a Video node like Sora 2 as the first-frame reference for a camera move grounded in the splat geometry.
- 5
Save the project so the splat scene, your captured frames, and downstream nodes all live together. Branch additional shots from the same splat scene for sequence consistency, or re-run with a tweaked prompt to explore variants of the same world.
Pair with image / video models
Limitations
- !Output is a viewable splat scene preview — not an exportable .obj, .fbx, .glb, or USD mesh, and not a standard splat file you can drop into every external viewer without conversion.
- !Splats look soft and painterly by default. Hard-edged industrial shapes, crisp text, and CAD-precision surfaces will look fuzzy and are not the right use case.
- !Hidden geometry and back-side detail are reconstructed by the model and may show artifacts, especially in areas the prompt did not describe explicitly.
- !Re-running the same prompt will not produce a pixel-identical scene. Treat each generation as a draft, screenshot what you like, and iterate from there.
- !Real-time fly-through performance depends on scene density and your local hardware. Very large splat scenes can feel heavy on lower-spec machines.
Related features
Related docs
Frequently asked questions
What is a Gaussian splat, in plain terms?
A scene built from many small, soft, textured points instead of polygons. When rendered together they look like a continuous environment. Splats handle messy real-world detail — foliage, weathered surfaces, cluttered interiors — much better than traditional meshes.
Can I export the splat scene for use in another app?
Not as a primary workflow. The output is built to be viewed and screenshotted inside Martini and to feed downstream image and video nodes. If you need cross-tool splat handoff, plan that separately — and budget for format conversion and visual cleanup.
How is a splat scene different from a Marble 3D scene?
Both produce viewable 3D environments inside Martini. Marble tends toward stylized, scene-shaped pre-viz; splats tend toward photoreal, point-based, real-world-feeling worlds. Pick splats when you want texture density and atmosphere, Marble when you want clean, scene-shaped worlds.
Do splats work for product or character work?
Generally no. Splats are environment-strong and hero-asset-weak — they smear soft on small clean surfaces and lose precision on hard edges. For hero products or characters, use Image to 3D AI on a clean photo or render instead.
How do I get a cinematic camera move from a splat scene?
Capture the start frame from the splat preview at the angle you want, drop it into a Sora 2 or Kling 3 video node as a first-frame reference, and prompt the camera move. Because the start frame is grounded in real geometry, the resulting clip stays spatially consistent.
Why does the splat look fuzzy on certain surfaces?
Splats represent the world with soft, blob-like points. On textured, organic, or distant surfaces this reads beautifully; on crisp logos, signage, or clean geometric edges it can look out of focus. Compose so the soft parts are the splat and the sharp parts come from a downstream image node.
Ready to build with Gaussian Splat AI?
Open Martini, drop a 3D node, and chain it into your image and video pipeline. No GPU required.
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