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Blender Add-on

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.

$20 · Superhive Blender 4.3 – 5.2 Cycles & Eevee Blender Extension GPL-3.0-or-later

Get CamSplitter 2 on Superhive ($20)

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.

Camera view divided into a grid of render tiles in Blender with CamSplitter 2

Because every tile is processed independently, CamSplitter can pick up exactly where it left off. Render N Missing keeps every verified tile and renders only what is still open, unclear or failed, recovering hours of render time after a crash, a reboot, or a cancelled session.

Hi-Res Showcase: 15,360 × 8,640 px, rendered with CamSplitter

This still was rendered at 15,360 × 8,640 pixels — a resolution beyond what a single GPU renders in one pass, reached by splitting the camera view into tiles and rendering them one by one. Because every tile is independent, changing only part of the image — the garden, say — means only the affected tiles need to be rendered again, not the whole frame.

Hi-resolution CamSplitter 2 showcase render, 15,360 by 8,640 pixels, rendered in tiles — click to zoom into full detail Hi-resolution CamSplitter 2 showcase render, 15,360 by 8,640 pixels, rendered in tiles — click to zoom into full detail
15,360 × 8,640 px

Scroll to zoom, drag to pan — on mobile: pinch to zoom, one finger to pan.

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.

Grid heatmap in Blender showing render cost per tile with CamSplitter 2
High-resolution heatmap detail view in Blender with CamSplitter 2

Persistent 3D Heatmap (since 1.42)

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.

Persistent 3D heatmap point cloud glowing in the Blender viewport with CamSplitter 2 v1.42

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.

Object Tracker HUD showing per-object polygon counts in the Blender viewport

What's new in CamSplitter 2, version 2.2

Version 2.2 brings two things together: a new way of stitching the tiles (built for 2.1, which was never released on its own) and a reworked panel that always shows where your render stands and lets you stop it at any moment.

Control while rendering

New stitching engine

Fixes

Rendering, stopping and resuming

Tile states

The grid in the CamSplitter panel shows one button per tile. Its icon tells you the state, and the header counts them, for example "4 done · 1 unclear · 4 to go". The grid is drawn up to 12 × 12 tiles. For larger grids the panel only shows the tile count ("Too many tiles to preview"), and single tiles are rendered from Utilities > Single Tile.

For failed and unclear tiles a small card below the grid names the reason and offers "Retry Tile" or "Re-render". To know all this, CamSplitter writes a small run log, camsplitter_run.json, into the output folder. It records camera and render settings, not materials or lights.

The render buttons

Single tiles and the heaviest tiles

Click a tile to open a small dialog with the tile's size, estimated load and status. For a tile without a file it reads "Render tile 2,3?", and "Render Tile" starts it. For a tile that already has a file (done, unclear, or failed with an older file) it is titled "Tile 2,3" and offers "View Tile" and "Render Again". "View Tile" opens the tile file in Blender's render window and always loads the current file from disk. "Render Again" renders the tile again. The "Retry Tile", "Re-render" and "Test heaviest" buttons open the same dialog. Shift+Click renders right away. During a run a click only selects the tile. After a heatmap scan while looking through the camera, up to three tiles with at least 1.5 times the average load get a glow dot, and the panel shows a line like "Heaviest: 2,3 (≈ 3.2x avg)" with a "Test heaviest" button. The load is an estimate from the triangle count of the heatmap, not a render time.

While it renders

The tile that is rendering pulses in the panel grid, queued tiles show a clock. A small card in the bottom right corner of the viewport shows the grid in color, the current tile (for example "Tile 2,2 · 5 / 9"), an estimate of the remaining time and "Esc to stop". The panel shows Blender's own progress bar for the current tile. Output Folder, Grid Size, Overlap, Offscreen Dicing and the Advanced and Utilities panels are locked until the run ends.

Stopping

To resume, press "Render N Missing". Finished tiles are not rendered again. While a run is going, the panel reminds you: "Resume later: Render Missing."

When it's done

The output box turns into a finish card: "Your image is ready", a preview (for images up to 200 megapixels), resolution, number of tiles, time and file name, with "Open Image", "Show Folder" and "Dismiss". A soft chime can play when the image is ready; it is off by default and can be switched on under Preferences ("Soft Chime When Finished") or directly on the card.

Settings reference

Known limits

Earlier: version 1.42

Compatibility

CamSplitter 2 runs in Blender 4.3 through 5.2, with both Cycles and Eevee, and installs as a Blender Extension (Edit > Preferences > Get Extensions > Install from Disk). 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's new in version 2.2?

Esc now stops the running tile immediately while all finished tiles stay saved. The panel grid shows every tile as done, unclear, failed or open, Re-render All renders everything again after a confirmation, and a finish card shows the result. Stitching runs in Python without the compositor, streams gigapixel images to disk, and applies your own compositor nodes once to the whole image.

Which Blender versions and render engines does it support?

Blender 4.3 through 5.2, with both Cycles and Eevee. CamSplitter installs as a Blender Extension (Edit > Preferences > Get Extensions > Install from Disk).

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.

Get CamSplitter 2 on Superhive ($20)