Free during beta
Pay for the machines.
Not for the craft.
Editing is always free. Credits only meter the compute you choose to run.
Build, publish, and embed Mini Apps in the Canvas at no cost. When the agent runs, a model generates, or a render leaves your machine, you spend credits — at one cent each, quoted before anything runs.
The whole Canvas, in your browser, at zero cost.
- The full block + scene editor: gizmo, multi-select, undo/redo
- Assemble and run deterministic blocks — free, never metered
- Agent preview: 20 agent runs / month on the shared command API
- Publish & embed Mini Apps with a public link
- glTF / GLB and USD (.usda) export you own
- Local WASM tools — remesh, decimate, cleanup at 0 credits
- Community support
For working creators shipping real, remixable Mini Apps.
billed annually
- Everything in Free, plus a real agent: 3,000 monthly credits
- Train a custom model on your own work — your house style
- Gaussian Splat import and round-trip
- Real-time multiplayer: live cursors and presence
- Standard offline render recipes with a priority queue
- Asset library with semantic search
- 30-day credit rollover so a quiet month is not lost
- Standard email support
For studios and teams running production scenes together.
billed annually · per seat
- Everything in Pro, with pooled credits across every seat
- High-quality offline render recipes, highest-priority compute
- Version history and named project checkpoints
- Shared team library with roles and viewer links
- Per-project credit budgets and an audit of every proposal
- Private renderer adapter — bring your own engine to the core
- 90-day credit rollover and best-rate top-up packs
- Priority support with a named technical contact
One line. Two sides.
Most tools bill you for access — a seat, a login, the right to open the file. We bill for the one thing with a real marginal cost: a machine doing work.
Always free — the craft
If your hand is on the input, the meter is off.
- Gizmo transforms, multi-select, undo/redo
- Assembling block workflows by hand
- Running deterministic, seeded blocks locally
- Local WASM tools — remesh, decimate, sculpt, UV
- Real-time multiplayer, comments & annotations
- USD (.usda) and glTF / GLB export you own
Metered — the machines
If a GPU, a model, or a render farm runs for you, the meter is on — priced per run.
- Agent runs on the shared command API
- Cloud generation (mesh, texture, splat capture)
- Cloud processing (remesh, UV, bake, LOD, rig)
- Offline path-traced render recipes
- Training a custom model on your work
- Third-party models (metered, at cost + a small markup)
How credits work
One currency across every backend: 1 credit = $0.01, billed per run.
Editing is never metered
The gizmo, block assembly, local WASM tools, multiplayer, comments, and your USD/GLB exports cost 0 cr on every plan. Credits meter only agent runs, cloud generation, cloud processing, and offline render — the operations that put compute to work for you.
One credit is one cent, billed per run
A single currency spans every backend. A targeted agent edit (12 cr), an AI retexture (42 cr), and a standard path-traced frame (30 cr) are all priced the same way: per run, at $0.01 a credit. No per-backend pricing to reconcile.
You see the cost before it runs
Every metered tool quotes its credit cost up front, and machine edits arrive as reviewable, undoable, replayable proposals through the same command API your gizmo uses. The output writes back into a core you own.
Reuse is cheap by design
Saving a render recipe or an agent sequence is 1–4 cr; re-applying a saved recipe is free and only the render itself bills. Train a custom model once at 260 cr, then every on-style generation is 5 cr.
- Recolor a prop with the agent4 cr · $0.04
- Lay out a scene with the agent34 cr · $0.34
- Standard path-traced render30 cr · $0.30
- Image → textured mesh78 cr · $0.78
- AI PBR retexture a mesh42 cr · $0.42
- Capture a real place as a splat160 cr · $1.60
Estimate a typical month, then compare it to the plan buckets. Your total is the sum of each activity times its representative credit cost. Hand-editing, local tools, multiplayer, and export are free and never appear here.
Multi-step agent edits at 18 cr. Targeted edits 12 cr; full scene layout 34 cr.
Image→mesh at 78 cr. Text→mesh 85 cr, multiview 40 cr, sketch 26 cr.
Standard path-traced frames at 30 cr. Draft 8 cr/frame; high 120 cr/frame.
Material restyle at 7 cr. Smart recolor 4 cr; full AI PBR retexture 42 cr.
Defaults land a typical solo creator inside the Pro bucket (3,000 cr/mo). Free includes 200 cr/mo plus 20 agent runs; Studio includes 8,000 cr/seat/mo. Push renders or generation up and the fit moves to Studio.
Meet the tools
The model is one ingredient — the core is yours. Every tool writes back into one engine-neutral core through the same reviewable command API you edit with. Tap any tool for what it does and what it costs.
Agent
Generate
Texture & materials
Capture (Splats)
Render recipes
Processing
Utilities
Free in your browser
Compiled to WebAssembly and run locally against the same core. No backend, no upload — zero credits on any plan, and the agent can call them too.
- RemeshRebuilds a selected mesh into clean, uniform topology entirely in-browser. Quick local cleanup before any cloud step.
- DecimateReduces polygon count to a target budget with shape- and UV-aware error control, computed locally. Lighten heavy imports without spending credits.
- SculptBrush-based push, pull, smooth, and crease directly on geometry, running on local WASM. Hands-on form fixes with no metering.
- UV UnwrapLocal unwrap with seam and island controls plus live texel-density feedback. Use first; escalate to Cloud Auto UV only when needed.
Train a custom model on your own work
Fine-tune a private model on your meshes, materials, and style references — a LoRA analog for your house aesthetic — so generators speak your style. Train once; every on-style generation afterward costs only a few credits.
Trained models are private to your account, never pooled, and usable across the generation and texture tools. Available on Pro and Studio.
Compare plans
| Feature | Free | Pro | Studio |
|---|---|---|---|
| Credits & limits | |||
| Compute credits / month | 200 | 3,000 | 8,000 / seat |
| Credit pooling across seats | |||
| Credit rollover | 30 days | 90 days | |
| Storage | 500 MB | 100 GB | 1 TB / seat |
| Projects | Up to 3 | Unlimited | Unlimited |
| Seats | 1 | Up to 3 | From 3 (add-on) |
| Agent & editing | |||
| Gizmo, multi-select, undo/redo | |||
| Agent on the shared command API | 20 runs / mo | Metered to credits | Pooled + budgeted |
| Custom model training | |||
| Per-project credit budgets | |||
| Audit log of every proposal | |||
| Export & render | |||
| glTF / GLB + USD export you own | |||
| Gaussian Splat round-trip | Import only | ||
| Offline render recipes | Draft | Standard | High-quality |
| Render queue priority | Shared | Priority | Highest |
| Private renderer adapter | |||
| Collaboration & support | |||
| Comments & annotations | |||
| Real-time multiplayer | |||
| Shared team library + roles | Personal | Shared + roles | |
| Support | Community | Priority + named contact | |
Designed so you can walk away with everything
An honest pricing page answers the question you ask right before you commit: what if we leave? Here the answer is boring on purpose. The engine-neutral core is the single source of truth and the renderer is a swappable adapter — your work was never trapped in one engine. Export is a first-class, zero-credit operation, not a retention lever.
Your format, owned
USD (.usda) you own outright, plus glTF / GLB. Always 0 cr. Take the work to any pipeline that speaks the standard.
The core outlives the engine
Today's renderer is an adapter, not your dependency. Because the core is engine-neutral, swapping or leaving doesn't rewrite your scene.
Captures round-trip
Gaussian Splat import and round-trip means captured data leaves as cleanly as it came in. No one-way formats.
History is portable
Every edit — human or agent — is a reviewable, undoable, replayable proposal. Provenance travels with the scene, not your account.
Questions
What is a credit, and what burns one?+–
1 credit = $0.01. Credits cover machine work only: agent runs, cloud generation, cloud processing, and offline render recipes. Editing by hand — the gizmo, block assembly, local WASM tools, multiplayer, comments, and USD/GLB export — never costs a credit. A typical agent edit is ~12–34 cr; a standard render is ~30 cr/frame.
Do unused credits roll over?+–
Pro rolls unused credits for 30 days; Studio pools credits across all seats and rolls them for 90 days. Free credits refresh each month and don't carry over. You can also top up a credit pack any time without changing plans.
Can the agent run on my plan?+–
Yes, on every plan. Free includes 20 agent runs a month so you can feel agent-native creation before paying. Pro and Studio meter runs against your monthly credit bucket — no per-run cap, just your balance plus rollover. The agent edits through the same proposal API you do, so every change is reviewable and undoable.
What can I export, and is it locked to your renderer?+–
Nothing is locked in. The core is engine-neutral and the renderer is a swappable adapter. glTF / GLB and USD (.usda) are on every plan including Free, and you own them outright. Pro and Studio add full Gaussian Splat round-trip; Studio can run a private renderer adapter against the same core.
What if I run out of credits mid-month?+–
Top up instantly with a credit pack — 1,000 credits for $12 or 5,000 for $50 — or move up a tier. Your edits keep working regardless of balance, since editing is never metered.
Is it really free during the beta?+–
Yes. While we're in beta, the Canvas is free to use — these plans describe where pricing is going at launch so there are no surprises. You'll always be able to create, publish, and export for free; credits only ever meter the machine work you choose to run.
Open the Canvas. Bring the agent when you're ready.
Free during beta. The editor, multiplayer, and owned export are free — credits only meter the machine work you choose to run.