Ideas, engineered.
Tools designed to solve real problems — for Blender artists, web developers, Unity creators, and anyone who needs real surface data out of real objects.
Turns four ordinary flatbed scans into normal, lighting-free albedo, roughness, height, and alpha maps. Reconstruct one subject or multiple specimens in matched texture atlases — no camera rig, light array, or special optics.
Automatically sorts Shader and Geometry Node trees along their dependencies and routes connections cleanly around obstacles. Supports Full Sort, fixed-position Reroute Only, manual frame grouping, and local Group Input distribution.
Automatically organizes objects into collections based on their position in 3D space. Designed for large, complex scenes — supports manual zones, grid-based World Zones, exclusions, movement tracking, and fallback handling.
CancelledA custom editor for creating and preparing 3D scenes to be embedded directly into websites. Specialized tools for building, optimizing, lighting, and customizing WebGL scenes — without needing a separate workflow for each step.
A GPU-first Surface Nets terrain foundation for Unity — streaming deterministic hills and caves with seamless octree LOD transitions and asynchronously baked physics.
A mobile stereo-vision proof of concept that reconstructs live metric depth on devices that expose their wide and ultrawide camera streams concurrently.