Gaussian Splat to Blender Nodes
/gaussian-splat-to-blender-nodes
An agent skill and toolkit that reconstructs a Gaussian splat scan as editable Blender Geometry Nodes meshes and Shader Node materials, with camera tools, a native-scene audit, comparison renders and optional projected textures.
- GitHub stars
- 32 (GitHub stars as of 2026-10-26)
- License
- MIT
- Last commit
- 2026/10/24
- By
- gokayfem
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gokayfem/gaussian-splat-to-blender-nodes/plugin marketplace add gokayfem/gaussian-splat-to-blender-nodesThen /plugin install gaussian-splat-to-blender-nodes@gaussian-splat-to-blender-nodes.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- An installable skill covering capture, registration, construction, detail and critique
- A project-agnostic prompt pack for briefs, part contracts and delivery
- Asset inspector, shared camera manifests and a Blender renderer
- Native-scene audit that removes the reference and checks the rebuilt scene stands on its own
- Hybrid mapping tools to project captured appearance onto UV'd meshes
- The Garden study: seven procedural parts with node-building helpers
Good fit
- Turning a real-world scan into editable, lightweight game environment pieces
- Procedural, parameter-driven props that keep the look of a capture
Not for
- One-click splat-to-mesh conversion (it is an agent-guided workflow)
- Automatic semantic segmentation: none is bundled
About this skill
This skill treats a Gaussian splat as evidence, not as the final asset. The agent measures the scene, sets up shared cameras, splits it into meaningful parts and rebuilds each one with Geometry Nodes and Shader Nodes, so the result is editable Blender geometry with parameters instead of millions of splats.
Workflow
Splat reference → measured frame and cameras → scene parts → Geometry and Shader Nodes → native audit and visual comparison → optional calibrated appearance mapping → packed .blend.
Why it matters for games
Splats look real but are hard to light, collide with or edit in an engine. Rebuilding them as nodes gives you lightweight, tweakable meshes that keep the layout and proportions of the real place. It comes from the same author as video-to-blender.
License
MIT. The source scan and fitted assets from the demo are not bundled.
Requirements
- Blender (scripts run through Blender's Python)
- A splat file (PLY, SPLAT or KSPLAT) or the bundled synthetic starter
- FFmpeg for optional MP4 comparisons
Topics
FAQ
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
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