3D
Live AI render
Flux redraws your 3D viewport every time it changes, so you steer the look instead of waiting to see it.
**Flux Realtime** redraws your viewport while you move it. Orbit the object and the redrawn version follows, so the feedback loop is a second or two rather than a minute. It runs on Flux 2 klein, and it is one of the two engines in the render window's dropdown. The other is **Pathtracing**. ## The difference from the pathtracer The pathtracer answers "what does this object actually look like". Flux Realtime answers "what could this shot become", and it answers it while your hand is still on the mouse. | | Pathtracer | Flux Realtime | | - | - | - | | Runs | On your GPU | On a provider | | Costs | Nothing | Credits, by frame | | Speed | Seconds to minutes per frame | About a frame a second while the view changes | | Output | An accurate render | A redrawn interpretation | | Good for | The real thing | Finding the look | ## Driving it The panel on the right holds everything: - **Prompt**, what the object is - **Lighting**, a preset that says how it is lit - **Strength**, how far the redraw is allowed to move from your viewport - **Output size**, 768 or 1024 pixels - **Backdrop and background**, what sits behind the object - **Draw on render**, a brush for marking the frame up, see below - **Stop at**, a credit limit the session will not cross Session controls sit at the bottom: start, pause, stop. :::note[Billing follows the frame, not the clock] A frame is only sent when something in the view changed, and a block of 25 delivered frames costs 6 credits. Leave the camera still and nothing is sent, so a session left open on a still view costs nothing. The panel shows a running total while it runs. ::: ## Drawing on the frame Turn on **Draw on render** and a brush rail appears on the left edge of the frame. Draw a shape, a shadow, an arrow for where the light should come from, and the next redraw takes the stroke into account. Your stroke shows while you draw it and is covered by the redrawn frame once it lands, so you see the model's reading of your mark rather than the mark itself. Hold **Alt** to orbit while drawing is on. Orbiting clears the strokes, because they were drawn against the old camera. ## What it is good at **Finding a direction fast.** Many looks in the time one pathtraced render takes, which is the right trade when you do not yet know what you want. **Answering "what if this were".** Ceramic instead of metal, dusk instead of studio, illustrated instead of photographic. You see it as you say it. **Showing somebody.** Turning the object while the style holds is a more convincing demonstration than a still. ## What it is not It is an interpretation rather than a render. Proportions can drift, small details are reinvented per frame, and it will not hold a logo or a piece of text reliably. For anything that has to be accurate, pose it here to find the shot and then render it properly with the [pathtracer](/docs/using-plnty/3d/the-pathtracer/). :::tip[The pairing that works] Use Flux Realtime to decide the angle, the light and the mood. Then set that same camera in the pathtracer and render it for real. You have spent a few credits deciding and one free render executing. :::Flux Realtime redraws your viewport while you move it. Orbit the object and the redrawn version follows, so the feedback loop is a second or two rather than a minute.
It runs on Flux 2 klein, and it is one of the two engines in the render window’s dropdown. The other is Pathtracing.
The difference from the pathtracer
Section titled “The difference from the pathtracer”The pathtracer answers “what does this object actually look like”. Flux Realtime answers “what could this shot become”, and it answers it while your hand is still on the mouse.
| Pathtracer | Flux Realtime | |
|---|---|---|
| Runs | On your GPU | On a provider |
| Costs | Nothing | Credits, by frame |
| Speed | Seconds to minutes per frame | About a frame a second while the view changes |
| Output | An accurate render | A redrawn interpretation |
| Good for | The real thing | Finding the look |
Driving it
Section titled “Driving it”The panel on the right holds everything:
- Prompt, what the object is
- Lighting, a preset that says how it is lit
- Strength, how far the redraw is allowed to move from your viewport
- Output size, 768 or 1024 pixels
- Backdrop and background, what sits behind the object
- Draw on render, a brush for marking the frame up, see below
- Stop at, a credit limit the session will not cross
Session controls sit at the bottom: start, pause, stop.
Drawing on the frame
Section titled “Drawing on the frame”Turn on Draw on render and a brush rail appears on the left edge of the frame. Draw a shape, a shadow, an arrow for where the light should come from, and the next redraw takes the stroke into account. Your stroke shows while you draw it and is covered by the redrawn frame once it lands, so you see the model’s reading of your mark rather than the mark itself.
Hold Alt to orbit while drawing is on. Orbiting clears the strokes, because they were drawn against the old camera.
What it is good at
Section titled “What it is good at”Finding a direction fast. Many looks in the time one pathtraced render takes, which is the right trade when you do not yet know what you want.
Answering “what if this were”. Ceramic instead of metal, dusk instead of studio, illustrated instead of photographic. You see it as you say it.
Showing somebody. Turning the object while the style holds is a more convincing demonstration than a still.
What it is not
Section titled “What it is not”It is an interpretation rather than a render. Proportions can drift, small details are reinvented per frame, and it will not hold a logo or a piece of text reliably.
For anything that has to be accurate, pose it here to find the shot and then render it properly with the pathtracer.