KazLinDev has released SplatCapture 3.0.0, a major version of the Unreal Engine plugin that generates synthetic capture datasets by flying virtual camera rigs through a UE level and writing out the images and the pinhole intrinsics and poses a Gaussian splatting trainer needs. The release introduces a spline capture mode, adds Unreal Engine 5.8, and reworks the camera rigs for gap free coverage.
Captures now render at 1:1 instead of 16:9, which gives equal horizontal and vertical field of view, delivers uniform angular coverage, reduces the dead spots above and below each rig that a widescreen frame leaves behind, and keeps the exported pinhole intrinsics isotropic.
The 12 camera rig was removed because it roughly doubled render cost over the 6 camera rig while barely changing usable field of view. Most of its extra angles were already covered by the 45-degree rig rotation applied on every second point. The 24 camera rig lost two cameras that were not contributing enough coverage to justify their render time, leaving 22.
Engine support now spans UE 5.3 through 5.8, with a separate .zip per engine version, keeping the plugin current with the 5.8 release Epic shipped in June while retaining the older versions production teams are pinned to. That range puts it among the better maintained entries in the Unreal side splat toolchain, alongside work like NanoGS and SplatRenderer on the rendering half of the problem, and Postshot's own Unreal Engine beta, Volinga, and XGRIDS closing the loop from the trainer's side. The point cloud preview also picks up a Niagara hard cap on points sent to the system, a preview particle scale slider, and an Isolate Points preview option, with the Update button moved next to Max Points where it is reached more often. On the roadmap is still pathtracer support, extra DepthMap export, a dedicated object capture mode separate from environment capture, and a camera coverage heatmap to replace the current density based solution.
The engine support picture for gaussian splatting has been filling in steadily across Blender, Unreal, and Unity. It is available for free from GitHub.
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