
Spenser Dickerson
@SpenserFX • 3,513 subscribers
Product Marketing Manager | Advocate for 3D Innovation and Creative Storytelling
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Gaussian Splats are quickly becoming one of my favorite ways to move complex 3D assets between workflows. For this test I started with Panthera Spelaea, the Blender 5.2 splash artwork by Joanna Kobierska, available from under CC-BY. Using GPT-6 Astra, I had it build a 200-frame camera rig and send the renders directly to The Render Network through the API and export a COLMAP data set. NEXT: COLMAP → Postshot → Gaussian Splat. The result is a real-time, high-fidelity version of an insanely dense asset - millions of hairs and all - that I can now bring back into OTOY Octane, relight, reframe, drop into other scenes, or even publish straight to the web. Capture the visual complexity once, then carry it anywhere. Check out the splat:
Spenser Dickerson11,524 次观看 • 12 天前

Gaussian Splatting is pretty wild. Being able to take dense collections of assets and package them into fast, real-time splats opens up a ton of new possibilities for look-dev, previs, and interactive scenes. For this test, I built a pile of 400 skulls - roughly 40+ million polygons (and over 400 8K texture instances) - rendered out a 600 frame dataset on The Render Network with OTOY OctaneRender and then converted the result into a single splat asset. Now it runs in real-time as one compact Gaussian Splat.
Spenser Dickerson46,560 次观看 • 10 个月前

Apple released a new 3D model called LiTo recently and it's FAST. On my 5090 I can get splat or 3D outputs in a little over 30 seconds from a single image. BUT, speed isn't always the goal.. If you watch, you'll see my custom Image2Splat workflow using the latest Pixal3D process that does require training a splat (5-6 min) and the total A-Z time is roughly 30 min per BUT the results are night and day.
Spenser Dickerson17,062 次观看 • 4 个月前

I love Gaussian Splats and Substance Painter, and Photoshop.. So why not have Splat Painter? I started developing a splat painting toolkit that includes procedural texture application, masking, layering, blend modes, relighting with multiple lights, custom texture import, displacements, stencils and more with paint brush and animation features coming soon. Now you can customize your Gaussian Splats in real-time procedurally in live web view 💪
Spenser Dickerson10,313 次观看 • 3 个月前

Accessibility is the magic here. Anyone with a phone can do this. Capture > upload > process > boom - you’ve got a real environment stored as a 3DGS asset. Right before HalfRez in Chicago, I shot a few quick videos while walking around the city. Nothing planned, nothing fancy - just some passive captures while killing time. I processed them remotely, and now I’ve got three little Chicago Gaussian splats I can pull up whenever I want. Gaussian splats shine for exactly this: grabbing pieces of the real world and turning them into reusable 3D assets. I can drop them straight into OTOY Octane 2026 and treat them almost like standard 3D geometry. They’re perfect for: building out larger environments creating real-world set extensions capturing everyday places in tiny, efficient packages and storing “location assets” you can reuse later If you travel, or just find yourself in unique places, don’t forget the opportunity to take that world home with you!
Spenser Dickerson19,831 次观看 • 10 个月前

With all of the procedural sims stuff which is awesome - we forget about good ol' Modelling tips and tricks! Here is one of my favorite procedural modelling tricks to add wrinkles/elasticity for procedural organic flow to really anything.. simply using 2 simple tools in conjunciton with each other: Spline Deformer and Smooth Deformer (geometry with good topology yields nice loops to extract with the edge to spline command🤘) Note: Set Smooth deformer to relax and initialize BEFORE deformations take place Maxon
Spenser Dickerson29,831 次观看 • 2 年前

Volumetrics are amazing but historically heavy, dense, and painful to art direct. 3D Gaussian Splatting changes that by turning volumetric simulations into real-time, lightweight assets. With sufficient temporal data, these can evolve into true 4D Gaussian Splats. Even from a single static 3DGS, artists can create pseudo-4D behavior using simple deformers and procedural effects - bending, twisting, reshaping, and re-timing volumetric forms at will. This is a massive shift in how volumetrics can be captured, manipulated, and directed and also redefines them as swift real-time modular assets.
Spenser Dickerson12,985 次观看 • 9 个月前

2026 is the year of the splat! This is a single patch of moss - scanned top and bottom - turned into a fully modular 3D asset. Flip it one way and it’s lush moss. Flip it the other and it’s damp, detailed soil. Both sides are real. No fake backsides. No tiling tricks. Ultra-lightweight. Fully real-time. Clones cleanly across geometry. And here’s the key difference - splats don’t really care about intersections. Coplanar overlaps don’t break the asset, they add density and realism. To match this traditionally with 3D you’d need thousands of moss scatters or extremely dense geo - and it would still feel off. One splat patch scales into massive 3D plates with almost no resource cost. This is asset development going forward - modular, DCC-agnostic, and built for modern pipelines. Download the moss scan for free on Gumroad and give it some 3D love. Rendered with OTOY Octane 2026
Spenser Dickerson12,242 次观看 • 9 个月前
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