EVRN.ai
Overview
Build
Compose
Visualize
Edit Mode
UI Mockup
Real-Time
vs Competitors
Product Framework v2 — March 2026

Build.
Compose.
Visualize.

A scene-first AI 3D creation tool built around a three-phase creative flow. Users go from a raw image to a fully lit, rendered 3D scene — with real-time inference, texture inpainting, and camera control at every step. Not just an asset generator. A scene director.

The Three-Phase Flow

Phase 01
🧱
BUILD
Prepare your image and generate 3D assets from it. The prep stage is new — clean the image before AI generation for better results.
Import image / photo / reference
2D image prep editor (BG removal, crop, mask)
AI generates 3D mesh + textures
Asset saved to your scene library
Phase 02
🎬
COMPOSE
Arrange multiple assets in a real 3D scene. Place objects, set depth, establish spatial relationships. This is where 3D empowers you.
Drag assets from library into 3D viewport
Position, scale, rotate in full 3D space
Set environment, ground, atmosphere
Place and frame camera
Phase 03
VISUALIZE
Set the look. Lighting mood, camera lens, depth of field, style filters. Real-time AI preview updates as you adjust. One-click to final render.
Choose lighting mood preset
Camera lens & FOV controls
Real-time AI denoised preview
Export image / video / 3D file
Sub-Phase
✏️
EDIT
Deep asset editing accessible from any phase. Texture inpainting, UV editing, mesh adjustments — all within the same creative flow.
Texture inpainting (paint directly on mesh)
Simplified UV editor
Mesh shape adjustments
AI-assisted repair & cleanup

What Makes This Different

Build Phase

Image Prep Studio

Nobody else has this. A lightweight 2D editor before the 3D generation step. Clean your photo, remove the background, isolate the subject, adjust lighting in 2D — so the AI has the best possible input. Garbage in, garbage out is solved here.

Visualize Phase

Real-Time Inference

Move a light and see the result update live. Change a material and it repaints in real-time. No batch-render wait cycles. Real-time AI denoising (similar to DLSS) makes this possible without heavy GPU requirements.

Edit Mode

Texture Inpainting on 3D

Select any region on a 3D mesh surface and repaint it with a prompt or a brush. "Repaint this section as cracked porcelain." AI fills the inpainted region matching the surrounding context. No UV editor required for basic edits.

Compose Phase

True 3D Scene + Camera

Unlike a 2D canvas metaphor, users work in real 3D space. The camera is a first-class object — you place it, frame it, set FOV and aperture. Users feel the power of 3D: depth, parallax, perspective control. This is the empowerment moment.

Build Phase

Multi-Asset Scene Building

Generate multiple assets from different images — a chair from one photo, a lamp from another, a table from a third. Combine them into a coherent scene. A built-in AI asset library supplements user-generated objects.

Edit Mode

Simplified UV Editor

Not hidden, but demystified. The UV editor shows the mesh as a flat map you can paint directly. Seams are AI-placed. The language: "Painting surface" not "UV unwrap." For power users who want control without Blender's complexity.

Phase 01

Build

The pre-generation prep stage. Transform raw images into clean 3D-ready inputs, then generate high-quality assets. The image prep step is the key differentiator — it means better 3D output every time.

The Image Prep Studio

Before the AI generates a 3D model, the user has a lightweight image editor to clean and prepare the source. This is new. No other 3D AI tool has this step. It exists because the quality of AI 3D generation depends heavily on the quality of the input image.

Prep Tools

Available in the Image Prep Studio

Background Removal — One-click AI BG removal. Isolates the subject cleanly, critical for accurate 3D silhouette generation.
Crop & Straighten — Frame the subject optimally before generation. Removes distortion from phone camera angles.
Light Normalisation — Removes harsh shadows and specular hotspots from reference photos. Gives AI a neutral surface to work from.
Region Masking — Paint a mask over parts of the image to exclude from generation. "Don't generate this shadow as geometry."
Multi-view Assist — If the user has multiple photos of the same object, merge them for better multi-angle 3D generation.
Detail Enhance — Upscale and sharpen fine surface details before generation. Better texture resolution on output.
Generation Settings

3D Generation Controls

Output Style — Photorealistic / Stylised / Low-poly / Sculptural. Sets the mesh style target before generation.
Poly Budget — "Web / Game / Cinematic" — controls mesh density. Simple selector, not raw polycount numbers.
Texture Resolution — 512 / 1K / 2K / 4K. Auto-selects based on poly budget. User can override.
Generate Variants — Produces 3 variations simultaneously. User picks the best one. Reduces iteration cycles.
Auto-Retopo — Runs smart retopology automatically after generation. Produces clean, scene-ready mesh.

Asset Library

User-Generated

Your Built Assets

Every 3D asset you generate from your images is saved to your personal library. Searchable, taggable, re-editable. The library grows with every Build session.

Built-in

AI Asset Library

A curated library of pre-built common scene elements — floors, walls, skies, generic furniture, props, plants. Supplements user assets so a scene can be built without needing to generate everything from scratch.

Community

Shared Scenes

Browse and remix community scenes. Open a shared scene and every asset, light, and camera setting is editable. This is the onboarding ramp — start from a scene you like, swap in your assets.

Phase 02

Compose

This is where users feel the power of 3D. Arrange multiple assets in real 3D space — not a flat canvas. Establish depth, spatial relationships, camera angle. The scene becomes a directed, intentional composition.

3D Viewport — Not a Canvas

This is the key revision from the previous framework. The scene is real 3D. Users navigate it. But navigation is guided — orbit, pan and zoom are simplified to feel approachable. Helper overlays show depth, ground plane, and camera frame at all times so users never feel lost.

3D Navigation

Guided 3D Navigation

Navigation is 3D but designed for non-3D people:

Orbit — Left-drag to rotate around scene. Snaps to clean angles (front, side, top, iso) on release if near them.
Pan — Middle-drag or space+drag. Familiar from every 2D tool.
Zoom — Scroll. Always zooms toward cursor. Consistent with Figma / Photoshop behavior.
Frame Selected — Press F to snap view to selected object. No getting lost.
Camera View — Press C to snap viewport into the placed camera. This is the "what the render will look like" view.
Object Placement

Scene Composition Tools

Placing objects in 3D without a complicated gizmo:

Drop on Surface — Drag asset from library, it lands on the ground plane or nearest surface. No manual Y-axis placement needed.
Context Snapping — Objects snap to surfaces, edges, and alignment guides. "Place on table" intent works via surface detection.
2D Depth Strip — In Camera View, a depth strip on the edge lets you push/pull the selected object toward/away from camera without leaving the composition view.
AI Arrange — Describe: "Put the chair by the window, facing the table." AI positions objects in plausible spatial arrangement.

Camera as a First-Class Tool

The camera is not an afterthought. It's a tool you place, name, and work with intentionally. Multiple cameras can exist in a scene — like taking multiple shots on a film set. This is the core empowerment of 3D over 2D.

Camera Controls

Lens & Framing

FOV / focal length slider (presented as "Focal Length: 35mm / 50mm / 85mm" — real photography language). Aperture controls depth of field preview in real-time. Horizontal/vertical rule-of-thirds overlay.

Shot System

Multiple Shots

Save a camera position as a "Shot." Switch between shots instantly — like multiple artboards in Figma. Each shot can have different camera angles, focal lengths, and even different lighting moods.

Cinematic

Camera Presets

One-click shots: Product Hero, Eye Level, Bird's Eye, Low Angle Drama, Over Shoulder. Each preset adjusts FOV, position, and tilt together. Photographers and directors recognize these terms immediately.

Phase 03

Visualize

Set the look. Real-time preview updates as you adjust lighting, style, and atmosphere. The final render is one click. Real-time AI inference is what makes this phase feel magical — no waiting, just creating.

Lighting System

Mood Presets

Emotion-Based Lighting

A grid of lit sphere previews. Click a mood — Golden Hour, Studio Product, Overcast Soft, Neon Night, Dramatic Side, Bright Outdoor, Candlelit Warm. The system sets HDRI + fill + bounce behind the scenes.

Manual Lights

Light Placement

For users who want control: add point lights, area lights, and a sun. Drag them in the viewport. Adjust colour with a temperature slider (Warm 2700K → Cool 7000K). No technical jargon beyond this.

Style

Art Style Overlays

Apply a visual style pass: Photorealistic, Cinematic Film, Soft Illustration, Architecture Viz, Product Studio. Affects material rendering, post-processing, and ambient settings together as a package.

Render Pipeline

Preview

Real-Time AI Preview

As you adjust any setting — a light position, a texture, a camera angle — the viewport updates in real-time using AI-assisted denoising. 4–8 samples with DLSS-style AI denoising gives a photorealistic preview at interactive speeds. No waiting for a render to judge a change.

Final

One-Click Render

Press Render. Full path-traced render with all lights, materials, and camera settings. Output options: image (PNG/JPEG/EXR), video (for animation shots), or 3D scene file (GLTF/OBJ for export to Blender/Unity/Unreal).

Sub-Phase — Available Everywhere

Edit Mode

Deep asset editing accessible from any phase. Double-click any asset to enter Edit Mode. This is where texture inpainting, UV editing, and mesh adjustments live. The tools are powerful but wrapped in approachable UX.

Texture Inpainting

Inpainting

How Texture Inpainting Works

The user paints a selection mask directly on the 3D surface in the viewport (like selecting a region in Photoshop). Then they type a prompt: "cracked old paint" / "polished copper" / "worn leather stitching." The AI regenerates only the masked region, blending seamlessly with surrounding textures.

Works directly on the 3D surface — no need to open UV editor
AI matches the surrounding context (lighting, texture scale, wear)
Undo-able, non-destructive — original stored as a layer
Can also paint a reference image into the mask area
Brushes

Texture Brush System

For freeform texture painting without prompting:

Material Brush — Paint a material preset directly onto the surface. Size, opacity, hardness controls.
Blend Brush — Blend between two materials at the stroke boundary. Creates natural surface transitions.
Detail Brush — Adds micro-detail (scratches, dust, bump) as a multiplicative layer over the base material.
Clone Brush — Sample a texture region and paint it elsewhere on the surface. Like Photoshop's Clone Stamp but on 3D.

UV Editor — Demystified

UV System

The "Painting Surface" View

The UV editor is reframed as a "Painting Surface" — a flat representation of the mesh's surface that you can paint on directly. AI handles seam placement. The user just paints as if painting on a flattened version of the object. This is accurate UV editing with a non-threatening name and interface.

Power User UV

Manual UV Controls (Advanced)

For users who want manual UV control: seam painting, island adjustment, packing optimisation. Unlocked by toggling "Advanced Mode" in the UV panel. Never shown by default. Blender users will recognise the tools. Everyone else never needs to see them.

Mesh Editing

Sculpt

AI-Guided Sculpt

Basic sculpt brushes (smooth, inflate, pinch, flatten). Paired with AI cleanup that fixes topology issues created by user sculpting. Not a full Zbrush replacement — just enough to fix generated mesh artefacts and add character.

Repair

AI Mesh Repair

One-click: "Fix mesh." AI detects and repairs holes, non-manifold edges, flipped normals, and floating geometry. The common AI generation artefacts that currently make generated meshes unusable in production are resolved automatically.

Parts

Component Splitting

AI identifies logical parts of a mesh (legs, seat, back of a chair) and lets you select them independently. Enables individual part texturing, replacement, or animation without manual mesh surgery.

Full Interface Architecture

UI Mockup

The interface architecture across the Build and Compose phases. The phase switcher at the top drives context-sensitive panels. The viewport is always the dominant element.
scene.ai — product_shoot_v3.scene
Share
Export
▶ Render
BUILD
COMPOSE
VISUALIZE
EDIT
🖌
📷
💡
📐
Image Prep
+ Import
Source Image
🪑
BG
Crop
Light
Mask
⟳ Generate 3D
My Assets
Library
🪑
Oak Chair
🪴
Plant
🏺
Vase
📚
Books
💡
Lamp
🪟
Window
oak_chair · Smart Mesh
🪑
🏺
🪴
Perspective
📷 CAM-01 · 50mm
3 objects
🎥
🔄
Describe changes or ask AI to arrange…
Build
Arrange
Transform oak_chair
X
0.24 m
Y
0.00 m
Depth Z
2.40 m
Scale
Rotate Y
Camera — CAM-01
35mm
50mm
85mm
24mm
FOV
Aperture
Texture Inpaint
Surface Map
Mask
Brush
Erase
"worn oak with scratches..."
Apply
Painting Surface (UV)
Surface Map
AI-unwrapped · 2K
Open Full Editor →
READY
3 objects · oak_chair selected
CAM-01 · 50mm · f/2.8
RT Preview: 12fps · AI Denoise ON

↑ BUILD phase active. Left panel: Image Prep + Asset Library. Centre: 3D viewport with camera frame overlay. Right: Transform, Camera, Inpaint, and UV panels contextually loaded.

Core Technology Differentiator

Real-Time
Inference

The single biggest feeling difference between your product and every competitor. Real-time AI inference means the creative loop is uninterrupted. No batch render, no waiting, no "generate and hope." You adjust and see. Immediately.

The Speed Chain

User Action
<16ms
Move a light, paint a texture, rotate the camera. Input captured instantly.
Rasterised Preview
<16ms
A fast rasterised preview updates the viewport. Immediate visual feedback even before AI processes.
AI Denoised Frame
60–200ms
4–8 path-trace samples + AI denoising (DLSS-style). Photorealistic quality at interactive speeds.
Final Render
15–90s
Full path-trace (512–2048 samples). Only triggered by the user when satisfied with the real-time preview.

Where Real-Time Inference Changes Everything

01 · BUILD

Generation Preview

As the 3D generation is running, a progressive real-time preview builds up in the viewport. The user sees the mesh materialising, not a loading spinner. They can cancel early if the direction is wrong, saving generation credits.

Progressive BuildCancel-Aware
02 · COMPOSE

Live Shadow & GI

As you move objects in the scene, ambient occlusion, contact shadows, and indirect lighting update in real-time. You see immediately how an object placement affects the lighting on surrounding objects.

Real-Time GIContact Shadows
03 · VISUALIZE

Live Lighting Preview

Drag a light, switch a mood preset, change the time of day. The AI denoised preview updates within 200ms. The creative director gets immediate feedback on every lighting decision — this is the moment users feel like 3D professionals.

200ms UpdateAI Denoise
04 · EDIT

Live Inpainting

Texture inpainting previews the result as you paint the mask — before you even confirm the prompt. AI runs a fast draft inference on the masked region in real-time, showing a preview that updates as the mask shape changes.

Draft PreviewMask-Aware
Competitive Intelligence

vs. The Field

How this product stacks up against Intangible, ArtCraft, Meshy, and Tripo across the dimensions that matter most for the 2D-creator audience.

Feature Matrix

Feature This Product Intangible.ai ArtCraft Meshy Tripo
Image → 3D GenerationFrom user's own photos Core feature Pre-built library only ~ Via 3rd party models Core feature Core feature
Image Prep Studio2D editor before 3D generation Unique feature ~ Basic BG removal
Scene CompositionMultiple assets in 3D space Full 3D viewport Strong ~ 2D compositing Asset-only Asset-only
Real-Time AI PreviewLive denoised rendering Core differentiator Batch generate
Camera ControlsFOV, aperture, shots Full + Presets Strong ~ Basic
Texture InpaintingPaint changes on 3D surface Unique ~ Retexture only ~ Magic Brush (limited)
UV EditingSimplified surface map editing Demystified
Lighting SystemMood presets + manual lights Presets + Manual Art styles
In-App RenderPath-traced final output Integrated AI gen image/video Exports to gen AI ~ 3D to video
Beginner AccessibleNo 3D expertise required Designed for this Yes Yes Yes ~ API-heavy
User Feels 3D-Empowered3D is the superpower, not hidden Core thesis Yes 2D-first Asset-only Asset-only

The Key Gaps vs Intangible (Your Closest Competitor)

Intangible.ai

Strong scene composition & camera control
Browser-based, beginner accessible
Pre-built 5,000+ asset library
No image-to-3D from user's own photos
No texture inpainting or editing
No UV editing capability
Batch-generate workflow, no real-time inference
No image prep studio
Focused on pre-vis / pre-production. Not a creation tool.
VS

This Product

Scene composition + camera (matches Intangible)
Image prep studio before 3D generation (unique)
Generate 3D from user's own images (unique vs Intangible)
Texture inpainting on 3D surfaces (unique)
Simplified UV editor (unique)
Real-time AI denoised preview (unique)
Full edit capabilities (mesh, UV, texture)
User-generated assets + built-in library
User feels the power of 3D, not just AI output

One-Line Summary

The Positioning
"Intangible shows you what 3D can render.
We let you build what 3D can create — from your own images, edited to your exact intent, rendered in real time."

Intangible is pre-production for professionals. This product is creative empowerment for the 2D artist, the product designer, the indie creator — people who have never touched 3D but have always had something specific they wanted to make.