Blog/Product Introducing Screenshot-to-Photoreal: any image, into your editable scene. Jun 7, 2026 · 5 min read A render used to be the last thing you made — and the most painful. Screenshot-to-Photoreal turns that on its head: drop in almost any image and get a polished, editable scene back in minutes. For most people, getting a photoreal render meant owning a modeling tool, a render engine, and the patience to learn both. You'd build the scene, set up materials, place lights, wait for a render pass, then start over when the client wanted the sofa moved. The result looked great, but the road there was long. Today we're shipping the shortest version of that road we've built yet. Screenshot-to-Photoreal takes a flat image — a viewport grab from another tool, a wireframe, even a rough hand sketch — and returns a finished, photoreal render. No manual texturing, no lighting rig, no render farm. What you can drop in The input doesn't need to be clean. AIHom reads the geometry and the intent, not just the pixels: Screenshots from any 3D tool — SketchUp, Rhino, Coohom, or anything else Untextured wireframes and grey-box viewports Hand-drawn sketches and concept art Photos of a real room you want to restyle What comes back AIHom adds realistic materials, lighting, shadow and depth, and renders the scene in high resolution. Crucially, the output isn't a dead JPEG — it's a real, editable scene. Change a finish, move a wall, swap a light, and re-render in minutes. The point was never to make one good render. It was to make the next ten changes cost you minutes, not days. Who it's for Designers use it to turn a working model into a client-ready visual without leaving for a separate render engine. Students use it to produce portfolio-quality images without a license stack. Real estate teams use it to stage a listing photo so buyers can picture themselves in the space. Try it in a minuteOpen the Screenshot-to-Photoreal feature, drop in any image, and watch it come back rendered. The free plan is enough to see it work end to end. Where it's headed This is the first release. We're working on tighter style control, batch rendering for multiple angles at once, and even faster turnaround. If you put it through its paces and hit a wall, tell us — early feedback shapes what ships next.