3DGSHoudiniComfyUIAI 2026-07-23

Houdini 22 × ComfyUI — A VFX × AI Hybrid Workflow with Gaussian Splats from Shibuya

Senior VFX artist hectorVFX (based in Budapest, Hungary) shared the results of a new VFX × AI hybrid workflow experiment on X, built on Gaussian Splats (3DGS) of the Shibuya scramble crossing provided by Locahun 3D. The technique combines Houdini 22 with ComfyUI.

A white sports car composited into Locahun 3D's Shibuya scramble crossing Gaussian Splats and finished with AI rendering (night shot)
The final shot. A vehicle placed into the Shibuya 3DGS data, finished with an AI rendering pass. Note that this is a composited shot built from scan data, not a photograph.
Shibuya 3DGS (environment) ComfyUI TripoSplat generates the car as 3DGS Merge & place in Houdini 22 Camera & render

01 The trigger: Houdini 22's native Gaussian Splatting support

This workflow starts from Houdini 22, released in July 2026, which shipped native Gaussian Splatting (3DGS) support for the first time. Handling 3DGS no longer means relying on third-party plugins: splats can now be worked on with Houdini's ordinary nodes, just like any point cloud — animated with the standard deformers, or rendered directly in Karma. That shift, from "a background you can only look at" to a layer you can actually work on inside a 3D DCC, is what makes this hybrid workflow possible.

02 How the workflow flows

Based on the screen recording hectorVFX shared, the sequence comes down to four steps. The key idea: the background (Shibuya's 3DGS) and the subject (the car) are prepared through completely separate routes, and both are composited into a single Houdini scene while still being Gaussian Splats. Nothing is composited as a 2D image — the point clouds are merged in 3D space.

① Houdini 22: loading Shibuya's 3DGS natively

The Shibuya scramble crossing 3DGS data provided by Locahun 3D is loaded straight into Houdini 22. Running it through the dedicated Gaussian Splatting nodes turns the scan from "a point cloud you can only look at" into geometry with normals, ready to be combined with any other node.

② ComfyUI: generating the car as a 3DGS straight from an image

The white sports car isn't a photo composite — it's generated from scratch as a 3D Gaussian Splat inside ComfyUI. Rather than making a 2D image and converting it to 3D afterwards, the splat is written straight out of the diffusion model. Because it never becomes a mesh, it drops directly into the Houdini scene from step ①.

What is TripoSplat?It's a family of ComfyUI custom nodes that takes Tripo-style image/text-to-3D models and outputs Gaussian Splats instead of a mesh. Because the output is already a splat, it can merge natively into the Houdini 3DGS scene from step ① — that's the crux of this whole workflow.

③ Compositing in Houdini: two 3DGS assets become one scene

The car splat from step ② is loaded into Houdini and combined with the Shibuya scene from step ①. Matching its position, rotation and scale seats the car on the crossing, so that a real-world scan and an AI-generated asset end up as a single 3D scene.

④ Camera, lighting and the final render

A camera is set up in the composited scene with motion blur and depth of field, and the shot is rendered. A finishing grade — night-time neon reflections and wet asphalt — produces the final cut shown at the top of this article.

Full specs (for anyone reproducing this)

The settings left out of the text above, as far as they can be read from the recording.

Environment data (background)
Shibuya scramble crossing 3DGS (provided by Locahun 3D) / loaded via Houdini 22 Indie's (build 22.0.368) native Gaussian Splatting nodes (bakegsplat / transform / normal / merge)
Subject (car) generation
ComfyUI workflow "ER_TripoSplat_Live" / KSampler(steps 20, cfg 3.0, dpmpp_2m, simple, denoise 1.0) → TripoSplat Decode(num_gaussians 300,000) → Create 3D File (from Splat)
Compositing
Two 3DGS assets merged into one Houdini scene via a merge node; manual placement with the Transform SOP
Camera / render
Houdini camera (cam1) / motion blur and depth of field built with Shutter Time 0.5 · Focus Distance 5 · F-stop 5.6

03 Watch the process: a screen recording

hectorVFX also sent over a 33-second screen recording capturing this whole sequence. Watching the Houdini scene graph and viewport switch back and forth with ComfyUI's node graph tells the story faster than any write-up.

The actual production screen recording. Building the 3DGS scene in Houdini 22 → generating the car in ComfyUI (TripoSplat) → merging and setting up the camera in Houdini → the final render.

04 Before / after: from concept to final shot

The two images shared with us give a glimpse of that process.

Concept / preview image with a vehicle placed into the Shibuya scramble crossing Gaussian Splats scene
Concept / preview stage. A vehicle placed into the Shibuya 3DGS scene, with composition and camera work locked in. At this point, “what goes where and how it's framed” is essentially decided.
Final shot of the Shibuya scramble crossing finished with AI rendering, including night lighting and reflections
The final shot after AI rendering. Composition and placement stay exactly as in the preview stage, while the look, lighting and reflections are built out with the AI rendering pass.

The original post also includes a video walking through this process. Worth a watch.

@hectorVFXView the original post (with video) Open on X →

05 About the data used

The Gaussian Splats of the Shibuya scramble crossing that anchor this workflow were provided by Kou Nakamura, founder of Locahun 3D. Data actually scanned on foot with PortalCam ended up, across an ocean, in another creator's hands for a new piece of work — a genuinely nice outcome to see.

DATA / 3DGS

The Shibuya scramble crossing 3DGS data used in this article is available to purchase and browse
on Locahun 3D's online platform

Provided as PLY / OBJ (with a 3DGS walkthrough). Standard license from ¥200,000 (commercial and non-commercial use permitted). If you'd like to try this same VFX × AI hybrid workflow yourself, take a look.

View the property data →

06 Summary

With Houdini 22, the environment is maturing to treat Gaussian Splats as more than “something to just look at” — as a layer you can properly control inside a 3D scene. Locahun 3D's scan data can serve as the foundation for hybrid VFX × AI workflows like this one. If you're experimenting or producing something similar, feel free to reach out.

Creators

Production of this workflow

hectorVFX
hectorVFX
Senior VFX Artist

A Senior VFX Artist exploring hybrid VFX × AI workflows built around Houdini and ComfyUI, and also shares VFX techniques on YouTube. Based in Budapest, Hungary.

Kou Nakamura
Kou Nakamura
Founder, Locahun 3D / 3DGS capture

Founder of Locahun 3D (LOCAHUN 3D). Captured the Shibuya scramble crossing 3DGS data used in this workflow.

Follow @Kou45388803 →