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Quadremy

Pre-order · US$59 founder price · delivered on 12/15/2026

Gaussian Splatting,
inside Blender.

Q-Splats is a Blender add-on to plan, validate and produce Gaussian Splatting. Its bridge takes your work to Unreal Engine, with interactive and virtual reality experiences for Meta Quest 3, and to 3ds Max. More apps will be added over time.

Video demo coming soonIllustration · hover over it
The ecosystem

Blender at the center, with bridges
to wherever your project goes.

You prepare the capture in Blender and continue in Unreal Engine or 3ds Max depending on the result you're after.

BlenderPlan, capture, validate and produce the datasets.In development
Cameras · optics · camera animation
Unreal EngineSplats, 4D sequences and virtual reality.Early access
3ds MaxReceives cameras from Blender.In development

What travels between programs: the bridges transfer cameras, optics and camera animation. They don't transfer the scene's geometry or materials. That way you know exactly what to expect from each step.

What's included

A Blender add-on
and its bridges.

In development

Q-Splats forBlender

Plan, validate and produce Gaussian Splatting workflows from Blender.

  • Capture modes for objects, spaces and real scenes
  • Camera check before rendering
  • Datasets ready to reconstruct or train
  • Camera bridge to Unreal and 3ds Max
See features
Early access

Q-Splats forUnreal Engine

Bring static Gaussian Splats and 4D sequences into interactive Unreal Engine and VR workflows.

  • Gaussian Splat actors with color, quality and performance controls
  • Virtual reality optimization for Meta Quest 3
  • 4D sequence playback
  • Built-in help that works offline
See features
In development

Q-Splats for3ds Max

Connect camera work between Blender and 3ds Max, and continue into Unreal Engine when you need to.

  • Receiver for cameras exported from Blender
  • Optics and baked camera animation
  • For studios that work in 3ds Max
See features
The workflow

From capture to the
interactive experience.

Plan

Choose the capture mode based on the object or space.

Generate cameras

Place cameras in an orbit, by stations or with your own geometry.

Review and validate

Check cameras and views before spending render time.

Produce the dataset

Render and send to your reconstruction or training tools.

Use it in Unreal

Bring splats into interactive and virtual reality scenes.

Q-Splats for Blender

Plan, validate and produce
from Blender.

The whole capture process organized in one place, with the next step always in view.

No organized workflow

  • Cameras placed by hand, one by one
  • Settings scattered across several tools
  • Errors that only show up after rendering
  • Every project is set up from scratch

With Q-Splats

  • Planned capture with modes designed for each case
  • Cameras and views checked before rendering
  • External tools configured from Blender
  • Project status panel and next step

Capture modes

Real Scan

Prepare real-world photo captures taken with a phone, camera or drone.

Object Scan

Synthetic capture of objects with cameras placed in an orbit.

Scene Scan

Interiors, architecture and larger spaces using capture stations.

Custom Scan

Controlled camera placement with editable geometry or a set number of cameras.

4D Scan

Capture of animated geometry across a frame range.

Experimental

Modular Scan

Groups to split large scenes into manageable parts.

Features by task

Review and validate

  • Camera and view check before rendering
  • Project status panel
  • Navigation to the next step of the workflow

Render the dataset

  • Editable render presets: engine, device, quality, resolution and samples

Reconstruct and train

  • Centralized setup for COLMAP, Postshot, LichtFeld Studio and CloudCompare
  • Dependency check

Camera bridge

  • Export the active or selected cameras with baked animation
  • Receivers to import them into Unreal Engine or 3ds Max
Q-Splats for Unreal Engine

Real-time splats and 4D sequences
and in virtual reality.

A Gaussian Splat actor with every control in the details panel, plus tools to optimize and play sequences.

Splats with full control

  • Appearance, color calibration and quality
  • Performance presets that apply instantly
  • Spatial LOD, dynamic budget and edge optimization

Virtual reality on Meta Quest 3

  • Optimization tools for standalone VR headsets
  • One- or two-handed VR manipulation, recentering and floor alignment
  • Packaging for Quest with large sequences

4D sequences

  • Static mode or 4DGS sequence, in a single selector
  • Create a sequence from your splat assets
  • Blueprint playback: Play, Pause, Stop, time and frame
  • .qsp4d format with compression and per-frame loading

Status: the plugin is in early access. The list of compatible Unreal Engine versions and devices will be published once verified for the version on sale.

Q-Splats for 3ds Max

Does your studio work
in 3ds Max?

Receive in 3ds Max the cameras you prepared in Blender, with their optics and animation, and continue working in your tool or take it to Unreal Engine later.

In development: the camera receiver for 3ds Max is in testing. It transfers cameras, optics and camera animation, not complete scenes. Compatible versions will be confirmed before launch.

FAQ

What you should know.

When is Q-Splats coming out?

It's delivered on December 15, 2026. If you pre-order it, that day the download shows up in your Quadremy account (My assets) and I'll email you. If it's ready earlier, I'll let you know.

Will there be a free version?

Yes. Q-Splats will have a free version and a Pro version. What each includes will be announced before launch; people on early access hear first.

How much does the Pro version cost?

On pre-order it costs US$59, one-time payment, as a founder price. 7-day guarantee.

Which versions of Blender, Unreal Engine and 3ds Max does it work with?

The list of compatible versions will be published once it's verified for the version that goes on sale. We'd rather confirm it than promise it.

Does the bridge move the entire scene from one program to another?

No. The bridges transfer cameras, optics and camera animation. Geometry and materials aren't transferred through the bridge.

Do I need to know Gaussian Splatting to use it?

A foundation helps, and that's what Quadremy's upcoming Gaussian Splatting for ArchViz course is for, designed to go along with this workflow. If you join early access, I'll also let you know when it's out.

Where can I find documentation and support?

Each tool comes with its guide. The Unreal Engine plugin includes built-in help that works offline. For questions, write to me at [email protected].

Presale

Pre-order Q-Splats at the founder price.

US$59, one-time payment. Delivered on December 15, 2026 to your Quadremy account. 7-day guarantee.

  • Q-Splats for Blender
  • Q-Splats for Unreal Engine
  • Q-Splats for 3ds Max (when available)

Rather wait? Leave your email and I'll keep you posted.

Q-Splats early access