KIRI Engine
The KIRI Engine plugin for Blender is a free plugin, and is the most well-known and actively maintained option! We’ve verified it works on Blender 4.2+.Reshot AI
Some users reported a better experience working with the Reshot AI plugin, preferring it over KIRI engine plugin due to its flexibility and slight performance increase. This plugin also give you a little bit of lighting interaction where splats can produce lighting onto viewport meshes.SplatForge
The SplatForge plugin is not free, but it is one of the ones we utilize due to its performance / responsiveness at higher splat counts. However, note that the SplatForge render pass is separate from Blender’s main render loops (EEVEE/Cycles). This works fine for viewport overlays but additional compositor graphs are needed for offline renders. Check out this example in our blog post that was made with Marble worlds in SplatForge!Jetset iOS
The Jetset iOS app allows you to first set up your splats in Blender via a modified Reshot AI plugin, then do virtual production on your phone! We’ve had a ton of fun with this one. Check out this video for something made with Marble worlds in Jetset, and see our writeup here!Octane
The Octane plugin is a paid option for Blender that allows for advanced lighting effects via the Octane pathtracer! Octane enables support for shadows, global illumination, and reflection/refraction with splats, producing more cohesive results when combining Marble worlds with other traditional assets. Check out this video to see how to use Marble worlds with Octane!Community Feedback and Troubleshooting
If you have had positive or negative experiences with any of these plugins, we appreciate your feedback and will be updating this page as we go.Community FAQ
Community FAQ
Q: Why does the lighting look different in point cloud vs splat mode in ReshotAI? The lighting is darker in splat mode.
A: This is unavoidable due to how splats are represented as differently sized geometry in point cloud vs splat mode. In splat mode, the per-splat meshes are denser, so they occlude the lighting in the scene more. Neither lighting mode is “correct” - they’re just different representations.There are two solutions:- Place lights within the scene: Treat the splats as solid geometry and position your lights strictly within the scene.
- Make lights ignore splats for shadow-casting: Click on the light → Object tab → Shading → Shadow Linking, then drag the splats into a new collection in that tab and uncheck it. This prevents the splats from casting shadows on other objects in your scene. discord discussion