What's inside the studio
The capability sheet. Everything below ships today; the numbers come from the code that enforces them.
Fidelity
The studio opens a lightweight twin of your model: compressed geometry and 1K textures, built for instant loading and smooth editing (files that are already light open as-is). The render farm never sees that twin. It loads your original upload, full mesh and full-resolution textures; a GLB passes through byte-for-byte.
Preview and renderer share the same modules for camera limits and bloom geometry, so the pose, framing, and look you set on canvas are what the final file shows. Renders run on GPU nodes: nothing installs, and your machine stays free while the job encodes.
The canvas is the preview
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Top rail aspect ratio (16:9, 1:1, 9:16, cycled with A), orbit and fly camera modes, one-click recenter, and a Guides panel (G) with world axes, grid, view cube, camera-path overlay, bounding box, and wireframe. Guides never bake into renders.
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Transport rail always visible: rewind, play/pause, the shot clock, shot mode (Spin or Path), and the render button with a quality tray that shows the exact credit cost before anything is submitted.
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Slide-in panels Models (M), Renders (R), Background (B), Overlay, Lighting (L), Effects, Filter, Stickers, Transform, and Info, each opening over the live scene.
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Touch on iPad and other touch devices, fly mode gets dual joysticks for move and look; double-tap teleports the camera.
Scene
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Backdrops solid colors, multi-stop gradients (2 to 8 stops with angle control, up to 16 saved presets), or your own image (PNG, JPEG, WebP up to 25 MB) with Left/Center/Right crop anchoring.
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Environments upload .hdr or .exr up to 8K, encoded in the browser to a compact gainmap. Three cover modes: lighting only, grounded dome, or full surround, with rotation, exposure, blur, opacity, scale, and tint.
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Lighting rig fill, spotlight, ambient, and gloss channels with independent intensities, plus fill and spotlight colors.
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Ground five modes: none, mirror reflection with strength and falloff, flat shadow, fast contact shadow, or soft accumulated shadow (a 1,024-frame bake, cached per model).
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Finish ambient occlusion, glow, lens blur, vignette, cloth sway, and nine color looks from Sepia to Toon. Effects render identically in preview and output.
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Fixes per-axis rotate with 45° snapping, per-axis scale where a negative value mirrors, per-axis move, one-click recenter. Sticker decals place images straight onto the model surface, up to 64 per render.
Motion
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Spin shots 1 to 15 seconds with an ease slider, pan to ±360°, tilt to ±89°, and zoom from 0.3× to 3×.
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Keyframe paths fly the camera and press Space to capture up to 64 keyframes; each segment gets its own timing and easing (including a dwell), paths close into loops, and a full move can run up to two minutes (one minute on ProRes).
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Animation clips GLB animations play inside the shot with direction, cycle count, and a fit-duration-to-clip control.
Output
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Tiers Standard 540p (1 credit/second), HD 1080p (4), 4K (16), and ProRes 4444 with a real alpha channel (64). Every tier runs at 60 fps.
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Anti-aliasing every render draws at twice the output resolution, then downscales with contrast-adaptive sharpening.
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Deliverables the master file, a web-optimized MP4, a looping thumbnail, and a poster still, per render. Share pages stream adaptive HLS and need no login.
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Inputs GLB uploads keep their exact original bytes; glTF, FBX, OBJ, STL, SVG, and USDZ convert to GLB in your browser, and zipped OBJ scans unpack there too (the API also converts them server-side, with scanner-friendly material settings). Files up to 1 GB; zipped bundles unpack to at most 500 MB.
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Batch render several models in one go through the assistant or the API, fanning out quality, aspect, and duration variants; variants that differ only in background color reuse a single GPU pass.
Assistant and automation
The in-studio assistant drives the same controls the panels use, through roughly ninety tools: it reads the scene (meshes, materials, animations, camera), sets it up from a plain-language brief, and submits renders only after you confirm the credit cost on screen.
Outside the browser, the REST API (OpenAPI 3.1) and the hosted MCP server expose the same pipeline to scripts and AI agents, with scoped keys that can bind to a team workspace. Accounts carry TOTP two-factor authentication with recovery codes.
Thirty seconds in the demo shows most of this page.