SplatCapture is an Editor-only Unreal Engine plugin that turns any Unreal scene into a training dataset for 3D Gaussian Splatting.
Place a Volume Box, click render, and get COLMAP-ready data straight into Postshot, no Structure-from-Motion required.
Works only inside the editor (no runtime / in-game use)
Focused on synthetic dataset generation, not splat rendering
One toolbar widget that sits next to the Play button
Automatic collision-aware camera grid + manual camera placement
Camera-frustum point cloud tracing with density heatmap
Movie Render Queue integration (PNG/EXR, quality presets)
COLMAP export: cameras.txt, images.txt, points3D.ply + .txt
1. Add the Plugin through the FAB Marketplace to your project
2. If it doesnt automatically show up here do Step 3.
3. Go to your Plugins and check if its enabled
Place Volume
Info Button
Shows some statistics such as Image Count, Grid Spacing, and Point Cloud Point Count.
MODE Dropdown
Select either Spline or Grid
Place Button
Spawns a Box or Spline in the Scene where all the Logic will take place.
Overall Settings
Extra Cameras
Add extra Cameras for better coverage.
Cam Poses
Number of camera angles captured per grid point.
6-camera rig: 10mm lens (≈100° FOV)
22-camera rig: 23mm lens (≈53° FOV)
Col. Radius
Points within this radius of a collision are removed.
Debug Scale
Scales the debug mesh displayed at each grid point.
Grid Settings
Grid Spacing
Distance between each grid point.
Ground Offset
Vertical offset of the grid from the ground.
Floor Trace Toggle
Trace from above to align the grid to the landscape.
Spline Settings
Spacing
Distance between each spline point.
Point Cloud Settings
Preview PointCloud Toggle
Preview the generated point cloud in the viewport.
Preview PointSize Slider
Preview Size for each Point
Preview PointSize Slider
Preview Size for each Point
Max Points
Maximum number of points allowed in the Point cloud.
Point Cloud Settings
Points from Cameras Toggle
Sample points by shooting rays through the volume.
Rays per Camera
How many rays are fired per side, higher means more detail but slower.
Heatmap Visualizer
Debug Heatmap Sensitivity. Red is a high density, blue is a low density.
Point Cloud Settings
Points from Surface Toggle
Sample points from mesh triangle surfaces.
Margin
Defines the bounds where the point cloud particles are rendered.
Surface Density
How densely packed the points are per square meter.
Mesh Filter Size
Ignore meshes larger than this multiple of the volume (filters out sky, terrain).
Render Settings
Render Quality
Sets the overall render preset. Custom unlocks individual settings.
PREVIEW:
PNG
1 Spatial Sample
768x768
MEDIUM:
PNG
16 Spatial Samples
2048x2048
HIGH:
PNG
32 Spatial Samples
4096x4096
CUSTOM:
Output
Image format for rendered frames. EXR for linear, PNG for standard.
Resolution
Resolution of each rendered frame.
Samples
Number of samples per pixel per frame. Higher reduces aliasing.
Render
Renders and outputs the needed files for gaussian splat training
Simply drag and drop the Folder from the output into a Gaussian Splat Training Software such as Postshot, Volinga Studio, Lichtfeld Studio etc.
Findings: For me Postshot gave me the cleanest Results but is expensive.
Pick a capture method. Use the dropdown to choose your layout:
Grid for filling a rectangular volume (rooms, open environments).
Spline for following a path (corridors, walkthroughs, shaped spaces). Cameras are spread along the spline length.
Set your density. Adjust the grid dimensions (or spline point spacing) so points cover the scene without over-sampling. Start coarse, then increase if coverage looks thin.
Choose a camera rig. Pick 6-camera for lighter captures or 22-camera for maximum angular coverage. Focal lengths are set automatically for gap-free coverage.
Preview the point cloud. Enable the preview to check coverage. Use the particle scale slider and Isolate Points mode to inspect distribution, and set Max Points with the nearby Update button.
Important: Niagara can only show 1m points in the Preview but you are able to export more when you increase the max points.
Choose your Render Settings, Hit Render.
Note: Always try to do a test Splat with the preview Settings before you increase the quality.
Import the rendered frames and exported intrinsics into Postshot or Lichtfeld Studio to train your Gaussian Splat.
For artists, TDs and filmmakers working in Unreal Engine editor only
Helps with:
Generating Data out of your unreal Engine scene for Gaussian Splat Training.