3DGSUE5BlenderAIBackgrounds 2026-11-03・~7 min read

Building a background
from a 3DGS scan with AI

This is Nakamura from LOCAHUN 3D. I scanned the forest at Hossawa Falls in Hinohara, Tokyo, with an XGRIDS K2 and used that 3DGS as the reference for a background you can move through in UE5. Terrain, rocks, boardwalks, trees, plants and water were built from the scan, step by step, by scripts written by AI. This article follows the 2-minute film through the process, and includes the comparisons with K2 photos and the differences that remain.

The film of the process.2 minutes, no audio. On-screen captions are in Japanese.
Scan with K2→ Bring 3DGS into UE5→ Read shapes and positions→ AI builds each layer→ Compare with photos and 3DGS→ Fix
What you get from this articleThe process for using a 3DGS scan as the reference for a background you can relight and move a camera through: how AI and people split the work, how we compare against photos, and what still does not match.

01 What we made and how we worked

3DGS keeps the look of a place, but you cannot relight it or move individual rocks and trees.
So we used the 3DGS as a reference and rebuilt the same forest as a 3D scene split into separate objects.

Finished scene rendered in UE5
The finished scene rendered in UE5. The scene was assembled in Blender, moved to UE5.8 and rendered with Lumen.

Claude and Codex did the production, writing the scripts that drive Blender and UE5. Separate workers handle rocks, trees, ground and so on, and a different worker from the one who built each part scores it from comparison images. I look at the images and direct what to fix next and in what order. This way of working, and what went wrong along the way, is recorded in our own production guide for use on later scenes.

This is not an automatic 3DGS conversionThe 3DGS was not converted directly to a mesh. Parts were built separately from the shapes and positions read from the scan. Plant models and leaf materials also draw on asset libraries we already own, and the lighting environment uses an HDRI from Poly Haven.

02 Reading shapes and positions from the scan

First we walk the site with the K2 and turn the scan into 3DGS. It goes into UE5 through LCC4Unreal and stays in the scene as the reference for comparison.

The Hossawa Falls 3DGS in UE5
The 3DGS in UE5. Every later step is compared against this scan.

Next we extract shape and position data from the scan: terrain height, the position and size of 161 rocks, the positions of 22 trees, and the placement of about 105,000 plants.

Top view of rock, tree and plant positions read from the scan
The extracted layout from above. Circles are rocks and trees; green dots are plants.

03 Stacking the scene from the terrain up

The scene is generated layer by layer from that data. Switching from the 3DGS with the same camera shows what each layer contributes.

The layers stacking, from terrain to water. On-screen captions are in Japanese.
About the parts not built yetIn the in-between stages shown in the film and images, the area near the sky that has not been built stays as 3DGS, and the brightness is lowered in the edit. With the layers alone, pieces of the backdrop appear to float against a white sky.

Terrain

A single hole-free terrain is made from the heights of the scanned ground. Areas with no data, such as under rocks and in gaps, are filled from the surrounding heights.

The generated terrain
Terrain only. The top of the frame around the waterfall is still 3DGS.

Ground and distance

The ground surface is created, and fallen leaves and twigs are scattered on it. The far slope uses scanned surfaces.

With ground and distance added
With ground and distance added.

Rocks and roots

Rocks are built from the positions and shapes in the scan.

With rocks and roots added
With rocks and roots added.

Boardwalk

The boardwalk is made of individual boards, placed to match board positions measured from the photos.

With the boardwalk added
With the boardwalk added.

Trees

Tree trunks are fitted to the positions and thicknesses in the scan.

With tree trunks added
With tree trunks added.

Plants and water

Finally, plants go into the extracted positions, and water is added to the stream and the waterfall.

With plants added
With plants added.
With water added
With water added.

04 Refining rocks, trees, boards and grass

Once everything is in place, each part is refined.

Rocks

Of the 161 rocks built from the scan, 138 had open undersides. Sky would show through the gaps, so the undersides are closed and extended below the ground. The moss and rock surface are baked in Blender in layers based on photo materials.

Mossy rocks and the stream
Rocks and moss.

Trunks and foliage

We prepared 22 bark colors and matched them to photos from 7 camera positions. Leaves get a material that lets light through.

A trunk in the foreground with the waterfall behind
Bark. The moss pattern is also matched to the photos.
Foliage seen from below
Foliage.

Boards

Each board gets a slight bow and twist of its own.

Boardwalk boards with the waterfall behind
The boardwalk.

Grass contact

About 135,000 plants are checked against the scene, and the 3,544 that float are lowered or moved.

Grass around the boardwalk
Grass after the contact fix.

05 Making the stream and the waterfall

The stream surface follows flow speeds computed in Blender. White foam appears where the flow is fast.

The stream with white foam
Stream and foam.

For the waterfall, we simulate water falling onto the scanned rock wall. Used as is, the result looked broken, so we replaced it with bands of water based on the simulation.

Simulation of water falling onto the rock wall
The waterfall simulation.
The waterfall rendered in UE5
The replacement waterfall.

06 Checking color, surface detail and light separately

From the final image alone, you cannot tell whether a problem comes from color, shape or light. So with the same camera, we check color, surface detail and light separately and fix the actual cause.

Color only
Color only.
Surface detail only
Surface detail (normals) only.
Light only
Light only.

Light comes from an overcast Poly Haven HDRI and a sun, rendered with Lumen and finished with AgX.

07 Comparing with K2 photos from the same positions

The K2 raw data contains photos much sharper than the 3DGS. We aligned 1,032 photos to the 3DGS and rendered UE5 from the same positions to compare.

Wiping between the photos and UE5. On-screen captions are in Japanese.

K2 photos and UE5 renders are shown side by side. The UE5 side has an overall color adjustment. In this comparison we look for differences in object position and size.

K2 photo 1
K2 photo
UE5 render 1 from the same position
UE5
K2 photo 2
K2 photo
UE5 render 2 from the same position
UE5
K2 photo 3
K2 photo
UE5 render 3 from the same position
UE5
K2 photo 4
K2 photo
UE5 render 4 from the same position
UE5
K2 photo 5
K2 photo
UE5 render 5 from the same position
UE5
K2 photo 6
K2 photo
UE5 render 6 from the same position
UE5

08 Overlaying the 3DGS and counting gaps

We also compare against the 3DGS with the same camera.

3DGS on the left and UE5 on the right
3DGS on the left, UE5 on the right.

Problems that are hard to see get counted. For example, we count the sky-colored pixels showing through gaps in the rocks and ground from each view. We kept fixing until 24,540 gap pixels fell to 0 across the 20 check views.

The ground and waterfall after fixes
The ground after fixes.

09 Differences that remain

Positions and sizes are now closer to the photos, but not everything matches. The six views above are the better matches out of 12 we tried. Here is an example that does not match.

K2 photo with a large grass-covered rock and flowing water
K2 photo
UE5 render from the same position, where the rock shape and water flow differ from the photo
UE5
  • Rock and water shapes: the large grass-covered rock and the water beside it differ in shape from the photo, and the moss on the bridge is not reproduced.
  • Plant species and amounts: placement comes from the scan, but the species and form of each plant are not fully matched.
  • Color and brightness: the way the light falls does not match the photos, and the ground looks brighter than in the photos in places.

10 Summary

The process runs as follows.

  • Read: extract the shapes and positions of terrain, rocks, trees and plants from the 3DGS.
  • Generate: assemble the scene layer by layer with scripts written by AI.
  • Compare: line up K2 photos and 3DGS with the same camera, find differences and fix them.
SCAN / 3DGS

We scan real places
in a form ready for film backgrounds

We capture locations as 3DGS and deliver them in formats you can use in Blender or Unreal Engine.
Tell us what you need, including background production.

Talk to us about a scan →
Credits

Production credit

Kou Nakamura
Kou Nakamura
Founder, Locahun 3D / Testing & writing

Founder of Locahun 3D (LOCAHUN 3D). Researches and validates capture workflows that combine 3DGS scans with game engines and AI.

Follow @Kou45388803 →

This article is a production note from Locahun 3D / LOCAHUN 3D. Feel free to reach out about 3DGS capture, location scouting, VFX backgrounds, or AI production.

Contact us →

WORKFLOW: XGRIDS K2 SCAN → 3DGS → LCC4UNREAL → SCAN ANALYSIS → AI-GENERATED LAYERS → COMPARE WITH K2 PHOTOS AND 3DGS → FIX