What you get back
A splat to orbit in the browser, a proxy mesh for blocking, and a light probe for matching lighting in a composite. The raw bundle is discarded once those exist.
The three artefacts
Gaussian splat
The photoreal one. Orbit it in the browser to check sightlines, eyelines and whether the camera physically fits where you wanted to put it.
Proxy mesh
A conventional mesh for blocking and previz, the thing you take into other software to lay out a shot.
Light probe
What the light in that room actually does, so a composited element can be lit to match rather than eyeballed.
The capture stats
Shown on each scan. They tell you whether a disappointing result is fixable by rescanning.
| Stat | What it tells you |
|---|---|
| Status | draft → uploading → queued → processing → ready, or failed. |
| Capture mode | Whether the bundle contains lidar or video. What the bundle contains, not what hardware shot it. |
| Quality | Draft or final. Draft reconstructs faster and is usually enough to answer a blocking question. |
| Frame count | How much data the reconstruction had. A low count on a large room explains a soft result. |
| Tracking score | How well the device knew where it was, 0–1. A low score means the walk was too fast or the room too featureless, so rescan rather than re-process. |
| Coverage | Which directions you actually looked. Where the holes will be. |
| Device | Which phone shot it. |
Filing a scan
Link a scan to a Location and it is filed against that place, alongside the permits. A scan can also attach to a scouted item, which earns its keep on a picture vehicle or a set piece.
Scans started from CinemaCrew’s home menu arrive unfiled, because that entry point has no location to attach to. Linking them afterwards is a single action and worth doing while you still remember which flat it was.
The raw capture bundle runs to 0.3–1.5 GB, which is why it does not survive reconstruction.
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