Foundry has quietly dropped one of the most consequential updates to Nuke in years. Nuke 17.0 is now in open beta, and for the first time, Gaussian Splats are a native citizen inside the compositor.
On paper, it sounds technical. In practice, it signals a deeper shift in how environments, volumetric captures, and reconstructed worlds may soon flow through VFX pipelines.

Gaussian Splats, popularised by 3D Gaussian Splatting in 2023, represent scenes not as meshes or voxels, but as millions of soft 3D points carrying colour, opacity, and shape.
The technique has rapidly overtaken NeRFs because it delivers similar visual fidelity at real-time speeds, with something NeRFs never truly offered: editability.
Until now, splats lived in research demos, standalone viewers, and custom tools. With Nuke 17, Foundry has pulled them straight into production compositing.
And that raises two unavoidable questions.
What’s in it for Compositors?
At first glance, Gaussian Splats feel like a CG or capture department problem. But Nuke’s implementation makes a strong argument that compositors are the real target audience.
In Nuke 17, splats import like geometry using GeoImport or GeoReference nodes, supporting both .ply and .splat formats. Once oriented correctly with a GeoTransform, the splat behaves like a volumetric dataset inside Nuke’s rebuilt 3D system. It can be moved, masked, merged, and rendered without leaving the comp.

The real shift happens with editability. Through the new Field System, artists can interact with splat internals non-destructively. Using Field Shape nodes, sections of a splat can be isolated and modified. In Foundry’s demo, an unwanted object inside a captured street scene is simply masked out and cleaned up using GeoEditPoints and GeoGrade.
This matters because it changes the compositor’s role. Instead of waiting for a cleaned asset from another department, artists can now perform spatial cleanup, density shaping, grading, and subtle relighting directly in Nuke.
Volumetric reconstruction becomes something you finesse in context, not something you accept as locked.
The Labs-only GeoGrade node hints at where this is heading. A future where splats are graded, sculpted, and integrated with the same immediacy as a matte painting or CG pass.
Once rendered through the new SplatRender node, splats drop into the 2D stack with depth, motion blur, and camera support. From there, they behave like any other element in a comp.
NeRFs were a breakthrough, but Gaussian Splatting is the version that actually fits production realities. Fast, interactive, editable, and now, compositable.
By bringing splats into Nuke 17, Foundry is making a clear statement. Volumetric reconstruction is no longer experimental or external. It belongs in the comp, alongside plates, CG, and projections.
The real impact will not be felt in demos. It will be felt when compositors start treating captured worlds the same way they treat layers. Mask it. Grade it. Merge it. Fix it. Move on.
In short, this is not just a new file format. It is a quiet expansion of what “compositing” means.
Read more here :
https://campaigns.foundry.com/products/nuke/nuke-17-open-beta?utm_campaign=27290805-sp-nuke-17-0