Blender 5.3 adds native 3D Gaussian Splat rendering support
Blender 5.3 introduces support for rendering 3D Gaussian Splats, using an emissive shader by default via a new radiance attribute that exposes the resolved radiance at each shading point. The release also includes rudimentary support for relighting splats by swapping the Emission node for a hard surface BSDF, such as Diffuse BSDF.
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Native splat support could make Blender more attractive to artists working with neural radiance and photogrammetry-style capture workflows, which have been growing in popularity alongside NeRF and 3D Gaussian Splatting techniques. The developers note performance is still being optimized and that color space mismatches between sRGB-authored splats and Blender's linear pipeline can cause rendering inaccuracies, suggesting the feature remains early-stage rather than production-ready.
- Blender 5.3 adds built-in rendering support for 3D Gaussian Splats.
- A new radiance attribute and emissive shader are used by default, with optional relighting via BSDF nodes.
- Performance and color-space accuracy issues remain unresolved, especially in low-opacity, high-radiance areas.
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Published there as: “Blender 5.3 released with Gaussian Splat support”
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