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title: Splatting the Gaussians into Blender | daily.dev
description: Blender 5.3 adds initial native support for 3D Gaussian splats, letting you import, edit, and render these radiance-field scene captures. Splats are...
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# Splatting the Gaussians into Blender

**[Blender](https://daily.dev/sources/blender)** · 7 min read · 1 upvotes · 0 comments

## Summary

Blender 5.3 adds initial native support for 3D Gaussian splats, letting you import, edit, and render these radiance-field scene captures. Splats are implemented as a point cloud type, with position, scaling, rotation, and radiance (spherical harmonics) attributes. You can import `.PLY` and `.SPZ` files or load splats from USD, then drag them into the viewport. EEVEE renders splats as camera-oriented billboards using dithered transparency, while Cycles ray-traces them as ray-oriented intersections, supporting early relighting via estimated normals. Known gaps include EEVEE overdraw performance, clunky point-cloud-based editing tools, and view-dependent relighting that needs better albedo extraction.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://code.blender.org/2026/10/splatting-the-gaussians-into-blender>

## Questions this post answers

### What file formats does Blender 5.3 support for importing 3D Gaussian splats?

Blender 5.3 supports importing gsplats in the .PLY and .SPZ formats, and can additionally load them from USD files. Imported splats become a point cloud type with position, 3D scaling, quaternion rotation, and radiance attributes. To import, drag a supported file into the viewport and confirm the import.

_Artists adopting gsplat workflows in Blender can keep up with format support changes on daily.dev._

### How does Cycles render Gaussian splats differently from EEVEE in Blender?

EEVEE and Workbench are rasterization-based, projecting each 3D Gaussian toward the camera as a 2D quad billboard drawn back to front using dithered transparency. Cycles is a path tracer, so it instead finds a ray intersection with each gsplat at its point of maximum opacity, treating opacity as a probability, which keeps the approach GPU-friendly and supports secondary rays like reflections and global illumination.

_Developers choosing between rasterized and ray-traced splat rendering can track these implementation trade-offs on daily.dev._

### What are the current limitations of Gaussian splatting support in Blender 5.3?

EEVEE's render performance suffers because splats behind other splats are often drawn unnecessarily, especially hurting low-powered devices, which future GPU culling improvements should address. Editing tools remain the same clunky point-cloud tools used before. Relighting relies on view-dependent splat radiance rather than true albedo, so Blender developers are considering albedo extraction for better results.

_Those tracking Blender's gsplat roadmap can follow future performance and tooling fixes on daily.dev._

## Similar posts on daily.dev

- [Blender 5.3 Is Getting Native 3D Gaussian Splat Support](https://daily.dev/posts/blender-5-3-is-getting-native-3d-gaussian-splat-support-mpormnppg) · 80 LEVEL · 2 upvotes · 0 comments
- [3D Gaussian Splatting in a Weekend](https://daily.dev/posts/3d-gaussian-splatting-in-a-weekend-lexrkdrgi) · Hacker News · 1 upvotes · 0 comments
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---

Tags: [#3d](https://daily.dev/tags/3d), [#blender](https://daily.dev/tags/blender)

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