A Blender add-on that turns a 3D model into a ready-to-train dataset for Gaussian Splatting. It places cameras on a sphere around your model, renders one image per camera and exports a COLMAP dataset – images, exact camera poses and a start point cloud – for Postshot and LichtFeld Studio. It started from Gauss Cannon by Arash Keshmirian – thanks for the impulse.
A built-in step-by-step guide leads through it; blue buttons show the next action, red status lines what is still missing.
See the result in your browser – the example of the tutorial, trained from one dataset (320 views) with both trainers: Postshot result on SuperSplat · LichtFeld Studio result in the LichtFeld gallery
Example model: LDraw model of set 10252 by Roland Dahl (RolandD), CC BY 2.0 – included in examples/10252_Volkswagen_Beetle.
- Tutorial – the whole workflow step by step, with screenshots
- Quick start – the same on one page
- Reference – every setting explained
- Troubleshooting · Glossary · Known issues · Changelog
- Guide for beginners, one step at a time, with checks.
- Prepare Scene sets up Cycles on the GPU with capture render settings.
- Camera sphere – 20 to 1280 cameras; Fill Each View and Center in Each View make the model fill and centre every square image.
- Scene versions –
<Name>_v001.blendrenders and exports into its own dataset folder<Name>_COLMAP/v001/; versions never mix. - Live Camera Adjust – fine-tune one view or the whole sphere through the camera.
- Render from the panel – PNG or TIFF; Render EEVEE (fast) or Render Cycles (exact); or Command Line Render: a double-click script renders headless while Blender stays free.
- Start point cloud from all model vertices plus surface points, in the material colours; a GPU visibility filter drops hidden inner parts.
- Auto scale with the factor recorded in
<vNNN>_gcapture_export.jsonnext to the dataset, so a trained splat can be placed back onto the model. - Clean Splat – after training, removes floaters from the trained splat with the model's depth per camera: no rendering, a few seconds, the original file stays.
Blender 4.1 or later. Tested by hand on Windows 11 (4.1, 4.4, 4.5, 5.0, 5.2, 5.3). On Linux (Ubuntu) and macOS (Apple Silicon) only the automated test suite has run, with Blender 4.1 and 5.2, on GitHub's virtual test machines – not yet on physical computers. GPU rendering on AMD, Intel and Apple GPUs has not been tried yet – reports are welcome in the issues.
For training: Postshot runs on Windows, LichtFeld Studio on Windows and Linux with an NVIDIA GPU. On macOS use a trainer that reads COLMAP datasets.
⬇ Latest release – download gaussian_capture-<version>.zip there; do not unpack it.
- Edit → Preferences → Add-ons → Install from Disk… and pick the downloaded ZIP. Blender 4.2 and later install it as an extension, Blender 4.1 as an add-on.
- Enable Gaussian Render Capture (disable any older version first).
- The panel is in the 3D viewport sidebar (N), tab Gaussian Render Capture – press Start Guide.
Updating – restart Blender after installing a new version. Up to 1.3.0 the add-on was a single
file: on Blender 4.2 and later first remove the old Gaussian Render Capture (gaussian_capture.py)
in Preferences → Add-ons, then install the ZIP – enabling the new version next to the old one is
refused with a message. On Blender 4.1 installing the ZIP replaces the old file. Your scenes keep
all settings.
Upgrading from Gaussian Render Scan (1.0.x) – the add-on was renamed in 1.1.0. Disable and remove Gaussian Render Scan, then install the ZIP. Scenes made with it are taken over automatically when you open them (settings, camera sphere, live adjustments); save them to keep the new names.
- Gauss Cannon by Arash Keshmirian (Warpgate Labs) – the add-on this one started from. Camera paths from helper meshes, a ray-traced coloured point cloud and camera export for LichtFeld Studio and Postshot.
Copyright (C) 2026 Prof. Michael Klein; portions (ray-casting helpers) Copyright (C) 2025 Arash Keshmirian / Warpgate Labs. Licensed under GPL-3.0-or-later (see LICENSE).
Started from Gauss Cannon by Arash Keshmirian (Warpgate Labs, GPL-3.0-or-later); today only its ray-casting helpers remain (interior-camera test, CPU fallback of the visibility filter). Details and all other third-party notices: THIRD_PARTY.md.
Prof. Michael Klein
Digital Film Design – Animation/VFX ·
Mediadesign University of Applied Sciences
mediadesign.de · virtualrepublic.org ·
renderbricks.com
Transparency note on the use of AI: the author is not a programmer but has worked in CGI since 1987. The add-on was developed entirely through vibe coding with Anthropic Claude (Claude Code): Claude wrote the code, the tests and this documentation from his descriptions. The concept, the design decisions, the tests in Blender, Postshot and LichtFeld Studio and the acceptance of every version are the author's; he is responsible for the content.
LEGO® is a trademark of the LEGO Group; this and all other trademarks named here belong to their owners, none of whom sponsors, authorises or endorses this project (see THIRD_PARTY.md).

