The gsplats Brightness control (display_gain) and the data-unit labels
of the display window.
A luxar gsplat convert scene stores splat amplitudes in SOURCE DATA UNITS
(detector counts above background, or the source's own float units), so the
display window reads in data units. How bright those values render is a
separate per-node factor, display_gain, which the shader multiplies into
every amplitude-linear term (emission and volumetric density) and never into
the colormap lookup (LUXAR_ZARR_FORMAT.md, "Amplitude units and display
gain"). The panel therefore shows two independent things: the window, in data
units, and the gain, as a multiplier.
The gain spans the data's own scale (≈ 1/4000 for a 12-bit camera, 1e5 for a
float volume in [0, 1e-5]), so the track is LOGARITHMIC and decade-anchored:
three decades either side of the decade holding the live value. Anchoring on
the decade rather than the value keeps the track still while the user drags
within it.
The gsplats Brightness control (
display_gain) and the data-unit labels of the display window.A
luxar gsplat convertscene stores splat amplitudes in SOURCE DATA UNITS (detector counts above background, or the source's own float units), so the display window reads in data units. How bright those values render is a separate per-node factor,display_gain, which the shader multiplies into every amplitude-linear term (emission and volumetric density) and never into the colormap lookup (LUXAR_ZARR_FORMAT.md, "Amplitude units and display gain"). The panel therefore shows two independent things: the window, in data units, and the gain, as a multiplier.The gain spans the data's own scale (≈ 1/4000 for a 12-bit camera, 1e5 for a float volume in [0, 1e-5]), so the track is LOGARITHMIC and decade-anchored: three decades either side of the decade holding the live value. Anchoring on the decade rather than the value keeps the track still while the user drags within it.