CamSplitter 2 — Gigapixel Rendering for Blender
Some renders simply don't fit into memory, no matter how strong the workstation: building facades, exhibition posters, ultra-high- resolution stills. CamSplitter 2 splits the camera view into tiles, renders them one by one, and stitches the result back together automatically — turning renders that would normally crash Blender into ones that finish reliably on standard hardware.
How tile rendering works
Instead of computing one huge image at once, CamSplitter divides the camera view into a grid of smaller tiles — a 4×4 grid, for example, is 16 individual tiles. Each tile is rendered on its own and then composited back into a single final image. The effect: renders at 20,000 × 20,000 pixels and beyond become possible without exhausting VRAM or system memory, even with heavy adaptive subdivision and displacement.
Because every tile is processed independently, CamSplitter can pick up exactly where it left off. Continuous Mode remembers which tiles are already finished and simply keeps going — recovering hours of render time after a crash, a reboot, or a cancelled session.
See the render load before you render it
A high-resolution render rarely fails because of the whole image — usually it's a handful of small areas that are unusually expensive: too many subdivided objects, heavy displacement, an oversized texture. CamSplitter's analysis tools make those hotspots visible before you commit to a multi-hour render.
Grid & high-resolution heatmaps
Two classic heatmap views color the scene by estimated render cost — from cool blue (light) to hot red (expensive) — based on each object's screen coverage, polygon and micro-polygon count, active modifiers, displacement strength, and array or instance repetition. The Grid Heatmap shows which tiles are the most expensive, so you can decide whether to split a render further. The High-Resolution Heatmap zooms into the detail grid and shows hotspots even within a single tile.
New in 1.42 — Persistent 3D Heatmap
One click in the viewport header and your scene's render load appears as a glowing point cloud in 3D space. It stays put while you orbit and zoom, works in every shading mode (even Solid), and draws on top of everything like an X-ray film. Two looks: additive (denser = brighter glow) or absorption (denser = darker red). Halos have a real-world size in Blender units, so the cloud reads the same in every scene. While the 3D heatmap is on, a live load histogram follows your navigation in real time — orbit, pan and zoom, and narrow load spikes show up as distinct features of the curve.
Object Tracker HUD
The Object Tracker HUD overlays every object in the 3D viewport with its polygon count and name — an instant way to spot which imported assets are the actual memory hogs in a large scene.
What's new in v1.42
- Persistent 3D heatmap. One click in the viewport header and your scene's render load appears as a glowing point cloud in 3D space, in any shading mode, with an additive or absorption look and a real-world halo size.
- Live load histogram. While the 3D heatmap is on, the load distribution curve follows your navigation in real time.
- Heatmaps follow your view. Grid and high-res heatmaps now measure the whole visible scene from any viewport angle. Looking through the camera keeps the classic behaviour: cells match exactly the tiles CamSplitter renders.
- Pixel-exact tiles at every resolution. Three subtle alignment bugs are gone (half-pixel offsets, overlap sign, fixed grid steps). Measured across 18 tiling cases and 151 camera projection cases — all pixel-exact now, including portrait formats, orthographic cameras, every sensor-fit mode and non-square pixels.
- Depth of field is now physically correct. The f-stop scales with the focal length during tile rendering, keeping the aperture constant — backgrounds match a normal render (deviation down ~10×, verified in both Cycles and EEVEE).
- Reliability polish. A failed compose restores your scene completely and keeps the rendered tiles (just hit Recompose). Preference sliders take effect under the extensions system. Fresh installs keep the console clean. Progress bar updates reliably; no more phantom overlays for objects behind the camera. Output path is restored after every run.
- Blender 5.2 LTS ready. Tested on Blender 5.2, runs both as a classic add-on and as an extension.
Compatibility
CamSplitter 2 runs in Blender 4.3 through 5.2 LTS, with both Cycles and Eevee, installable either as a classic add-on or as a Blender Extension. Licensed under the GPL (GPL-3.0-or-later), like every Blender add-on.
Built by CG-Mechanics
CamSplitter grew out of our own need: at CG-Mechanics, we regularly render technical visualizations for building facades, exhibition posters and large-format prints — resolutions that push a standard Blender render past its limits. We use CamSplitter internally on nearly every large project; selling it lets other studios and freelancers hit the same wall without having to build the tool themselves. See what we build with it in our technical visualization work.
FAQ
What is CamSplitter 2?
CamSplitter 2 is a Blender add-on that renders ultra-high-resolution images — 8K, 16K and beyond — on standard hardware. It splits the camera view into tiles, renders them one by one, and composites the result back into a single image automatically. It also ships render-load analysis tools (grid and high-resolution heatmaps, a persistent 3D heatmap, an Object Tracker HUD) that show where a render is expensive before you commit to it.
What is the 3D heatmap that's new in version 1.42?
A persistent, orbitable point cloud that shows your scene's render load in 3D space instead of a flat 2D overlay. Toggle it with one click in the viewport header, then orbit and zoom freely or switch shading modes — the cloud stays in place and works everywhere, in an additive (denser = brighter) or an absorption (denser = darker red) look.
Which Blender versions and render engines does it support?
Blender 4.3 through 5.2 LTS, with both Cycles and Eevee, installable either as a classic add-on or as a Blender Extension.
How much does it cost and where do I get it?
CamSplitter 2 costs $20 and is sold exclusively on Superhive (formerly Blender Market) — see the button above or below.