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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
Download ZIP

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

Any agent (skills CLI)
npx skills add gokayfem/gaussian-splat-to-blender-nodes
Claude Code plugin
/plugin marketplace add gokayfem/gaussian-splat-to-blender-nodes

Then /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-aFolder
Claude Codeclaude-code.claude/skills/
Codexcodex.agents/skills/
Cursorcursor.agents/skills/
Gemini CLIgemini-cli.agents/skills/
GitHub Copilotgithub-copilot.agents/skills/
OpenCodeopencode.agents/skills/
Windsurfwindsurf.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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