Below is the same G-splats rendered with the following setups:

  1. OpenGL viewport
  2. Vulkan viewport
  3. Redshift Render
  4. Karma Render
  5. Octane Render (in-progress)

Bakesplat_H21_Vulkan_02.jpg

GSOPs_TACTYC_HDA_Redshift_01.jpg

GSOPs_Vulkan_01.jpg

Karma_Mplay_02.jpg

Karma_Mplay_03.jpg

Test Render Notes

  1. The GSOPs OpenGL and GSOPs Vulkan viewport renders look identical. I had a feeling that switching from OpenGL to the newer Vulkan viewport would alter the appearance of the G-Splat, but that was not the case.

GSOPs OpenGL (left), GSOPs Vulkan (right):

GSOPs_OpenGL_01.jpg

GSOPs_Vulkan_01.jpg

  1. Redshift does NOT render G-Splats natively. To render G-Splats in Redshift, you need two tools. GSOPs, a toolset for working with G-Splats in Houdini, and Studio TACTYC’s G-Splat to Redshift converter HDA.

    GSOPs, unfortunately, is not supported in Houdini 21 yet as of 11/5/2025. The creators of the plugin mentioned that they would work on it later in the year, but that update has yet to happen. GSOPs also has a host of tools that allow you edit G-Splats, which I am unsure Karma has. These tools are better outlined here: https://github.com/cgnomads/GSOPs/blob/develop/help/images/gsops_nodes.png.

    The real problem with rendering G-Splats in RS is the HDA bottleneck conversion right before render. Studio TACTYC’s tool is based on copying little grids onto every point and doing some fancy attrib conversions to get the point cloud to show up in RS, but in this conversion, I have a feeling a lot of the super fancy G-Splat math/magic is lost.

    Maybe there is a way to get this workflow looking just as good as the OpenGL and Vulkan renders, but my consensus as of now is to avoid Redshift for rendering Gaussian Splats.

    Studio TACTYC’s HDA converter:

    image.png

Redshift:

GSOPs_TACTYC_HDA_Redshift_01.jpg