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 星数
- 32 (GitHub 星数,统计于 2026-10-26)
- 许可证
- MIT
- 最近提交
- 2026/10/24
- 作者
- gokayfem
信息来自作者的 README。 GameSkill 还没完整跑过。支持的 Agent 和安装步骤以作者文档为准。
安装
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.
命令照搬项目 README。在本机运行前,请先看一眼仓库。
为指定 Agent 安装
| Agent | -a | 文件夹 |
|---|---|---|
| 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/ |
在命令后加 -a <参数>。以上是项目级文件夹;加 -g 则安装到你的用户目录。
包含内容
- 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
适合
- Turning a real-world scan into editable, lightweight game environment pieces
- Procedural, parameter-driven props that keep the look of a capture
不适合
- One-click splat-to-mesh conversion (it is an agent-guided workflow)
- Automatic semantic segmentation: none is bundled
关于这个 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.
环境要求
- Blender (scripts run through Blender's Python)
- A splat file (PLY, SPLAT or KSPLAT) or the bundled synthetic starter
- FFmpeg for optional MP4 comparisons
相关主题
常见问题
搭配使用
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