@OTOY Octane 2026 also provides access to Gaussian Splat AOVs
These AOVs break out the splat asset directly from your 3D scene - which can be great for compositing, but also just look really cool solo'd independent from the shading and background while still retaining the tint recoloring.
NEW FREEBIE! A free pack of 10 Gaussian splat assets. Skulls, statues, ruins, old weapons, gargoyles! They're all yours, enjoy! https://t.co/uGhOzRWd7x
Collab is with my friend Spenser, follow him here @SpenserFX#gaussian#gaussiansplat#gaussiansplatting#3d#mograph =
Honestly that downscale process takes seconds so for me 2k+ holds a bit more detail that I couldn’t say does much for the algo positive or negative, but the SLat texture process is the bottleneck - currently the geo is unhinged and 16m polygons per asset in latent space so great dense geo translation but then SLat texturing applies with no UVs and full coverage (similar to vertex paint) but the problem is it’s not super high frequency, much much higher than the other image to splat solutions out there, but it possibly could be taken up a notch with some additional training (research grade) on some h100s. I’m considering it, but I also really enjoy the current outputs just the same. I’ve got hundreds of great splat outputs in the last few weeks with a really solid automation CLI that functions very smoothly
The new @tripoai TripoSplat on the right (image to splat model), and then my custom image2splat on the left. Mine is 30 min ea for more of a hero asset look, custom splat count, custom baked lighting, full spherical harmonics.. Tripo is actually quite fast, no harmonics, and fairly blurry texture with some stronger hallucinations on geo.. Can be a really nice tool for background scene dressings and if you're using something like DLSS5 in the future maybe it's perfectly poised to enhance, BUT if you don't mind 30 min and have a 5090+ my Image2Splat is pretty awesome!
@pixelfondue@tripoai Could be anything 12k, 4k, 2k but gets downscaled to 1k on input through, but then it all runs command line for 20-30 min - outputs a full colmap data set and I drop it into a splat trainer and get an full high res splat in 5-6 min
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Tried it earlier today - super fast and really interesting. Close up details unfortunately are very soft, but if you’re wanting to craft assets quickly for backgrounds/non hero or wanting a quick ref asset it’s really pretty clever - but definitely speed and a decent overall look and feel are the selling points
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@planetzomax For sure - it’s all pinging directly to the OSL anyway so mostly quality of life, but it’s looking really nice - would love to try it out when it’s prod ready 🤘🤘
For sure - no one is discrediting the actual dev teams that’s honestly the backbone of the industry. There are tons of gaps though, and no application is perfect. What use to be software jumping or convoluted processes can be mended with quick scripts and tools. (Scripts for sure are a no brainer) It’s all negligible though if and when those tools get implemented into the DCC, so I’d say at most short lived exhibition style authoring of tools that may or may not be built well - but that can be useful nonetheless.
The reality is blender has been doing this seemingly forever - there are probably millions of extensions circulating most obsolete, not supported, and add ons that had a small function and some found useful. I’d even argue HDAs to some extent, but you hit on a great point about shared workflows and community. Which is why I feel blender has always been a Wild West - if a dozen tools are required to get from A-Z you didn’t solve anything you just shifted the goal post. And if everyone has their own tools for their own workflows the adoptable learning curves are dead in the water. That’s one of the reasons I haven’t released anything I’ve built - I don’t want to own the development path, nor encourage non traditional workflows as the solve.
BUT it doesn’t mean it’s not a valuable understanding to have. If you’re doing client work, it’s a very competitive and challenging industry. Having tools that allow you to get more done efficiently and consistently make a huge difference.
To your point about devs and having such a strong attachment to their product, sure. But I’ve seen some of the smartest developers building plugins over the last 10 years simply stop, and those useful plugins that had nothing remotely close within the DCCs simply disappear - which is sad. As much as I’d love to continue supporting their efforts, paying for updates, and being active within their community channels - they’ve either burnt out or found it too demanding to continue. My point is that it’s not easy to own and support something like that, and even if you’re using agentic and ML processes do the build if you can continue to support that - that’s still a very committed process to do well.