Private beta

Real physics. Real light. Your machine.

A 3D creation tool where every frame comes out of an actual simulation — heat, fluid, light — and renders on your own GPU. No render farm, no per-frame billing, no cloud queue.

See how it works
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What it is

Not a generator. A renderer.

A tool that makes an image from a prompt is guessing what light does. This one computes it. Every frame is the outcome of a simulation that was actually solved — which is why the same scene gives you the same answer twice, and why it still holds together when you move the camera.

01

Solved, not guessed

Motion, heat, light and surface are computed from the equations that govern them, as compute shaders on your own GPU. The result is reproducible and consistent from any angle, because nothing about it was inferred from having seen a lot of pictures.

02

Finished frames, not overnight jobs

The whole pipeline is built to hand a frame back while you still remember what you changed. Simulation, lighting and final render share one path, so the thing you judge in the viewport is the thing that comes out of it.

03

A 3D tool you can pick up

Serious depth when you want it, and a way in that doesn't ask for a week of tutorials first. Familiar keys where they help, and far fewer places to get lost where they don't.


Reference to model

One photograph in.
A lit, textured model out.

Point it at a photo and it separates the subject, reads the light and shade as surface structure, builds geometry from it, and maps the photograph back on as a material — with the baked-in lighting divided out, so your scene lights actually light it.

No unwrapping. No node graph. The model is generated on a regular grid from the image, so every vertex already knows which pixel it came from.

  • SegmentationColour models, morphology and connected-component analysis — entirely on the CPU
  • ReliefLocal brightness becomes surface detail: an edge, a fold, the shadow where a form turns away
  • MaterialThe photo becomes albedo automatically, with a de-light control so it can be relit
Silhouette → relief → material

The viewport

Four ways to look.
One of them is the truth.

Wireframe for topology. Solid for form, under a fixed light that never changes as you orbit. Material Preview for surfaces, under a studio environment that ignores your scene entirely. Rendered for the actual picture, with your actual lights.

Transforms work the way your hands already expect: G, R, S, axis constraints, type an exact number, escape to cancel.

  • SimulationWebGPU compute — heat, phase change, P2G/G2P fluid, surface reconstruction
  • LightingPoint, Sun, Spot and Area, in watts and kelvin
  • CameraReal focal length and sensor size, with a wireframe that shows the actual frame
Live · rendered in your browser

The reel

Every frame of this
was solved.

Nothing below is a video, a texture or a model file. Four forms, each one a surface described by an equation, traced and lit in real time — on the machine you're reading this on, right now.

01 / 04
Fluid
Solved, not sculpted

Plans

Start free. Keep it if it earns its place.

The work happens on your own hardware, so the plans are about where your projects live and how far you can take them out — not about how much you're allowed to render.

Free
$0
In the browser. Nothing to install, nothing to set up.
  • 3 cloud projects · 300 MB
  • Every simulation, light and shading mode
  • Full-resolution stills, no watermark
  • Video export up to 10 seconds

Prices in USD. Free projects stay yours — if you ever stop paying, nothing is deleted and everything is still exportable.


Still rendering.

Workspace is in private development. Sign up and you'll be first through the door when it opens — and you'll get the build notes on the way there.

Talk to us
Free to sign up. Access is invite-only while it's in development.