Sources and rendering¶
What makes a good source¶
Anything that reads as an image of the building is a valid source:
- a hand sketch or a line drawing;
- a screenshot of a viewport from any modeller (Rhino, SketchUp, Revit, Blender, Archicad...);
- a clay or untextured render;
- an elevation, a section or a flat plan;
- a photograph of an existing building.
The render keeps the source's geometry, so the source decides the composition. Frame the view you want before you capture it: the camera height, the focal length and what is in front of the building all carry through.
Cleaner sources, steadier results
Hide guides, gizmos and selection outlines before capturing a viewport. A plain background around the model gives the render room to place context.
Describing the image¶
The render node takes a description alongside the source. Describe what the source cannot show:
- time and weather - late afternoon, wet ground after rain;
- materials - rammed earth and glass, bronze screens;
- atmosphere and life - warm interior spill, a few people crossing the plaza.
You do not need to describe the building itself; the source already does.

For materials, a picture says more than words: attach a mood board as a reference tagged material (see Editing an image).
Engines¶
Studio routes each job to an engine that can execute it - across the Nano Banana, Seedream, GPT Image and FLUX families, plus dedicated pipelines for things like clean object removal. The engine selected is shown on the node, and you can override it.
Variants¶
Every run adds a result to the canvas; nothing is overwritten. To compare options, run the same source with a different description or reference and keep both. The run shows its cost in credits before it spends anything.