3DGSBlender 5.3VFXTest 2026-09-19・~6 min read

Testing Blender 5.3’s
native 3DGS on a
17.2M-splat Shibuya scan

This is Nakamura from LOCAHUN 3D. Blender 5.3 can import and render 3D Gaussian Splatting (3DGS) without an add-on. Using a full 17.2-million-splat scan of Shibuya Scramble Crossing, I measured render speed, memory, and how far it goes as VFX material. The short answer: ready for background plates and previs, but it stops at lighting, depth and export.

Shibuya Scramble Crossing 3DGS rendered in Blender 5.3 EEVEE
The 17.2M-splat Shibuya scan rendered in EEVEE.1920×1080 at 64 samples in 1.7 seconds per frame. Sign lettering and crosswalk stripes hold up with no add-on.
Import the PLY→ Set the camera→ Render in EEVEE / Cycles→ EXR to compositing
What you get from this articleYou can judge what Blender 5.3's 3DGS support can do and where it stops, from real-data numbers and images. I used the official daily build (5.3.0 Alpha, September 18, 2026). The stable release is planned for November 10, and behavior or numbers may change before then.

01 What changed — a PLY import gives you 3DGS

Just pick a PLY or SPZ from File > Import and it arrives as a Point Cloud object.
Its type is "3D Gaussian Splats", and it renders in Workbench, EEVEE and Cycles.
Every splat carries these attributes.

AttributeContent
positionPosition
scaleSize
rotationOrientation (quaternion)
radiance:baseBase color and opacity
radiance:sh_0…Spherical harmonics (view-dependent color)
  • Spherical harmonics up to degree 3 (45 coefficients) are imported and rendered.
  • Coordinates are converted automatically, so the scene lands Z-up.
  • Delete Geometry in Geometry Nodes crops a region while keeping it 3DGS.
  • The Set Point Cloud Type node switches between splats and plain points.

02 Test setup

ItemDetail
Blender5.3.0 Alpha (main.1a542e41319f / 2026-09-18)
GPURTX 5090 32GB / driver 610.47
DataShibuya Scramble PLY / 17,201,445 splats / 1.17GB
SubsetsEvenly thinned 100K, 1M and 4M splats
Output1920×1080 / 64 samples / Cycles without denoising

Figures are medians of three runs.
The first render includes shader preparation and is listed separately.

03 Performance — about two seconds per frame at 17.2M splats

SplatsImportEEVEE (first / after)Cycles GPU (first / after)
100K0.01s0.69 / 0.19s1.26 / 0.48s
1M0.08s0.75 / 0.32s0.80 / 0.65s
4M0.31s1.08 / 0.59s1.23 / 1.04s
17.2M1.6s2.41 / 1.73s2.78 / 2.57s

Even at 17.2M splats, a frame takes 1.7s in EEVEE and 2.6s in Cycles.
A 24-frame camera move rendered at 1.52s per frame in EEVEE and 2.47s in Cycles.
Memory stays at 3.2GB of RAM and about 5GB of added VRAM.
The 17.2M-splat .blend is 919MB; it saves in 0.34s and reopens in 0.6s.

Full Shibuya scan rendered in Cycles
The same view rendered in Cycles (GPU, 64 samples).Nearly identical to EEVEE, with slightly more saturated bright areas such as neon.

The release notes say performance is not ideal yet, but on this machine it is practical.
Results will differ on weaker GPUs or on data with many spherical harmonics.
Thinned data shows gaps between splats, so use the full scan for production.

04 Compositing basics work as they are

FeatureEEVEECyclesUse
Transparent background○○Hand off with alpha
Occlusion with CG○○Foreground CG layers correctly
Holdout○○Cut splats out with CG
Shadow catcher—○Extract CG shadows only
Depth of field○○Apply at render time
Motion blur○△Cycles produced ghosting with these settings
Depth / Normal passes△△Values exist, with holes and noise
Mist / Position / Vector / Cryptomatte○○Values are written
Red CG box placed in the Shibuya crossing
A CG box placed in the crossing.Foreground CG renders correctly in front of the splats.
CG shadow extracted with the Cycles shadow catcher
A Cycles shadow catcher on the ground.Splats do not receive CG shadows, but you can extract the shadow alone and composite it onto the ground.
Shibuya with background blurred by depth of field
Depth of field applied.Focus on the foreground box and the splat background blurs naturally.

05 Four things that stop production use

First, lights have no effect.
Splats render as emissive material, with the capture lighting baked into their color.
Even a strong light leaves the color unchanged, so relighting the background, such as turning it into night, is not possible.
Match your CG lighting to the direction of the captured light.

Second, the depth pass has holes.
7.5–8.4% of splat pixels have no depth value.
Semi-transparent splats leave the depth at infinity.

Depth pass speckled with black dots
The depth pass, visualized.Black dots are pixels with no recorded depth. Depth-based fog or post depth of field gets noisy, so apply depth of field at render time.

Third, export drops the color.
PLY export writes a file with zero splats, and USD keeps position, scale and rotation but loses color and opacity.
You cannot pass 3DGS to Houdini or Nuke as-is, so render in Blender and deliver EXRs.

Fourth, Apply Transform breaks the look.
With an object transform nothing breaks, but applying it spreads positions while splat sizes stay the same, leaving gaps.

3DGS after Apply Transform with unscaled splats
Scaled 1.5× and then Apply Transform.After matchmoving, keep the object transform and do not apply it.
Write one EXR per passIn this alpha, a multilayer EXR only contains Combined. Mesh-only scenes behave the same, so this is not a 3DGS issue. Use the compositor File Output node with one EXR per pass to get depth and normals.

06 Summary

What Blender 5.3's 3DGS support can do in production fits in three lines.

  • Background plates and previs: about two seconds per frame at 17.2M splats, with enough quality.
  • Compositing with CG: occlusion, holdout and depth of field work as they are; extract shadows with the shadow catcher.
  • Production walls: no lighting response, holes in depth, color lost on export, and Apply Transform breaking the look.

I will revisit SPZ import and real spherical-harmonics data after the stable release.

SCAN / 3DGS

LOCAHUN 3D scans real places
in a form ready for VFX backgrounds

We capture filmable locations as 3DGS and deliver them in formats you can use in Blender or Unreal Engine.
From background plates and previs to VFX compositing, tell us what you need.

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: 3DGS SCAN → PLY → BLENDER 5.3 IMPORT → EEVEE / CYCLES → EXR PER PASS → COMPOSITE