Most tools teach you their features. Plnty Studies teaches you the work. Tutorials on 3D and generative AI inside plnty.app, from the basics to advanced workflows. Written for designers, 3D artists, and creatives who'd rather have specifics than hype. New video tutorials every week from our creative team.
Lesson four is about diverging your own work: taking something you already finished and pulling new directions out of it, rather than generating from scratch. Owen starts with a Cinema 4D and Redshift render of a moody landscape, built around a custom SpeedTree tree, and transfers the style of three references onto it with the plnty styler. What makes it work is what survives: the crooked branches and leaf detail from the 3D stay intact through every restyle. From the favorite frame it runs close-ups, a Topaz upscale to 4K, and a five second Seedance 2.0 move, all in about ten minutes.
This week leans into the canvas and the browser. The headline is bounding-box 3D: draw a box and the model is generated to fill it, so the same image can produce objects with genuinely different proportions, then render several together in the path tracer. Two new in-browser tools run with no AI at all, grad.js for depth passes and a reaction-diffusion simulator, both straight on your GPU. On the model side Ray 3.2 is now built into video restyle, Uni 1.1 from Luma handles literal multi-image edits, Aleph 2 from Runway is in to experiment with, and inpaint picks up cleaner eraser and reference modes. Rounding it out: the first release of the prompt refiner that tunes a prompt to the exact model you're about to run, a consolidated export that bundles a whole board into one tidy zip, and smaller canvas wins like image stacks and smoother drag-and-drop.
This week the canvas gets real structure: Frames group your work and run a whole batch in one go, Quick Actions let you evolve any image or model straight from the canvas, and Lock mode points a single tool at an entire frame. On the model side Luma's Ray 3.2 is in, powering a Video Reframe that retargets any clip to a new aspect ratio, and the prompt enhancer is no longer one-size-fits-all: it tunes itself to the exact model you're about to run. Smaller upgrades you'll feel the moment you start working too: a marquee select in Bodypaint, a movement slider on Krea 2, an SVG mode for the extruder, and level-of-detail speedups on heavy boards.
We've been shipping. This week's update runs through what's new on the canvas: fresh models brought in straight off release, older engines swapped out for sharper ones, and a round of upgrades to the plnty tools you already reach for every day. The number that matters to us isn't the length of the list, it's the lag between a model going public and you actually using it in your work. We want that gap close to zero.
Lesson four is about diverging your own work: taking something you already finished and pulling new directions out of it, rather than generating from scratch. Owen starts with a Cinema 4D and Redshift render of a moody landscape, built around a custom SpeedTree tree, and transfers the style of three references onto it with the plnty styler. What makes it work is what survives: the crooked branches and leaf detail from the 3D stay intact through every restyle. From the favorite frame it runs close-ups, a Topaz upscale to 4K, and a five second Seedance 2.0 move, all in about ten minutes.
Lesson three is about intuition with AI: knowing when to push a model, when to let go, and which one to reach for in each moment. To make that concrete I carry a single idea from a sketch all the way to a finished product film, an imaginary handheld for running Claude Code away from the desk, built end to end inside plnty. It runs through image generation with Uni 1.1 and GPT Image 2, variations and styler for the design, a 3D model and a Cinema 4D hero shot, a video restyle shootout across Kling, Ray 2, Aleph 2 and Seedance, then an upscale, a Figma mock-up and the final presentation.
Lesson two is about the 3D models inside plnty: what each one is good at, and when to reach for which. From there it gets hands-on, combining 3D generation with the plnty Pathtracer, then using that Pathtracer output to blend a render cleanly into an existing scene.