3DGS is powerful, but it has one obvious limitation: it’s static.
So I pushed the same workflow into 4DGS.
For this test, I took an animated lion walk cycle with 251 frames and over 4 million hairs, then rendered it from 20 camera views in
@Blender + Cycles using
@rendernetwork
That produced a 5,020 frame dataset, ran across 4 parallel jobs with dozens of concurrent frames rendering and finished in about 8 hours. On my local 5090 workstation, that same workload would have taken roughly 288 hours!!!
From there, I trained 251 splats (one PLY per frame) with Postshot CLI, at a little over 4 minutes per frame.
The result is a near real-time 4DGS lion asset that I can duplicate 100x, offset for staggered motion, and even relight in
@OTOY OctaneRender. 🔥
What makes this even more exciting is that everything just worked - and now that the sequence has been rendered on Render Network, the full 251-PLY sequence is hashed and persistent through Render Networks Differential Upload feature.
That means anytime I want to use this asset again in a new 3D scene, the data is already live on Render Network. Uploading the 4GB sequence is completely bypassed during scene upload and job submission.
That’s a huge win - not just for converting a heavy animated asset into something modular and real-time, but for making it reusable, fast to deploy, and practical across future render workflows in both Cycles and Octane for ANYONE who uses this same splat sequence within their scene.
3D to splat conversion keeps getting cooler.