OctaneRender® 2026.1 [current 2026]
Hi guys, Gaussian splats is broken in this release?
Same file works fine in houdini
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Win 11 x64 | Amd threadripper 1950x | 128gb | Rtx 3090ti
Looks like the file path has a "akvahouse wrote: Tue Dec 02, 2025 10:51 pm Hi guys, Gaussian splats is broken in this release?
Screenshot_2.jpg
Same file works fine in houdini
Screenshot_3.jpg
:" at the end? If this is not the issue, could you share a link to the file itself?All three files I found online do not work in Octane. Perhaps there are some special settings that need to be enabled for them to work properly. Link to splats:mojave wrote: Tue Dec 02, 2025 11:08 pmLooks like the file path has a "akvahouse wrote: Tue Dec 02, 2025 10:51 pm Hi guys, Gaussian splats is broken in this release?
Screenshot_2.jpg
Same file works fine in houdini
Screenshot_3.jpg:" at the end? If this is not the issue, could you share a link to the file itself?
https://fex.net/s/tldnb6d
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Win 11 x64 | Amd threadripper 1950x | 128gb | Rtx 3090ti
These appear to be regular point cloud PLY files, not gaussian splats.akvahouse wrote: Wed Dec 03, 2025 8:52 am All three files I found online do not work in Octane. Perhaps there are some special settings that need to be enabled for them to work properly.
Some viewers might detect that and load them as regular point clouds like Houdini but Octane gaussian splat node currently doesn't handle that. Many other GS viewers will fail in the same way.
The error message we show when this happens could be improved. The colon at the end of the path is unrelated.
Happy holidays!
VRAM size used at PT@32-parallel and @128-tile:
--at 7680x4320
2026.1 - 10.3GB
2025.x - 2.6GB
--at 1920x1080
2026.1 - 2.8GB
2025.x - 2.6GB
Why does new 2026.1 need to use VRAM size for resolution screen? But 2026.1 seems to be "not" faster than 2025.x.
VRAM size used at PT@32-parallel and @128-tile:
--at 7680x4320
2026.1 - 10.3GB
2025.x - 2.6GB
--at 1920x1080
2026.1 - 2.8GB
2025.x - 2.6GB
Why does new 2026.1 need to use VRAM size for resolution screen? But 2026.1 seems to be "not" faster than 2025.x.
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion
//
NOTE: Sorry, my bad English for mute
//
i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3
NEW ViewSonic XG2431 24"
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion
//
NOTE: Sorry, my bad English for mute
//
i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3
NEW ViewSonic XG2431 24"
Thank you for the report, we will look into this.nuno1980 wrote: Sun Dec 07, 2025 11:07 am Happy holidays!![]()
VRAM size used at PT@32-parallel and @128-tile:
--at 7680x4320
2026.1 - 10.3GB
2025.x - 2.6GB
--at 1920x1080
2026.1 - 2.8GB
2025.x - 2.6GB
Why does new 2026.1 need to use VRAM size for resolution screen? But 2026.1 seems to be "not" faster than 2025.x.
Hello guys,
The new displacement is completely broken when used in conjunction with a normal or bump map. Please see attached. It completely breaks the UV's
Please can this be looked at?
For landscapes, using mix material this will be super important, and means we will need to use the old displacement
It is also pretty much broken on any mesh with a high poly count
Thanks
The new displacement is completely broken when used in conjunction with a normal or bump map. Please see attached. It completely breaks the UV's
Please can this be looked at?
For landscapes, using mix material this will be super important, and means we will need to use the old displacement
It is also pretty much broken on any mesh with a high poly count
Thanks
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Having an issue alembic import whereas the batch render does not match the viewport. I understand that I can adjust the images in post, but something may be off with the batch render, or I have something incorrectly set. Here is my batch setting.
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Win 11 64GB | NVIDIA RTX3060 12GB
The triangles (number depend on mesh triangles count) appear on any mesh. Looks like a bug to fix.tombyrom wrote: Mon Dec 08, 2025 10:38 pm Hello guys,
The new displacement is completely broken when used in conjunction with a normal or bump map. Please see attached. It completely breaks the UV's
Please can this be looked at?
For landscapes, using mix material this will be super important, and means we will need to use the old displacement
It is also pretty much broken on any mesh with a high poly count
Thanks
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group

