CoreAvailable now
Native engine
A native C++ engine on Direct3D 12, built from scratch.
CoreAvailable now
Opens your existing projects
Opens existing Mine-imator projects, including older format versions. An older file is upgraded once, then loads without converting again.
RenderAvailable now
Shadows
Long, soft sun shadows with clean cascade transitions (seams reduced 9.4 times), and a shadow cache that heals itself under GPU memory pressure.
RenderAvailable now
Bounced light
Ambient occlusion plus global illumination: light bounces around a room, fills the shadows and carries the colour of nearby walls.
RenderAvailable now
Reflections
Screen-space reflections and true planar mirrors, on by default. Mirrors reflect the whole sky: sun, moon, stars and clouds.
RenderAvailable now
God rays, moon and stars
God rays, eight moon phases, stars and a sun disc, live by default.
RenderAvailable now
Glow
Glow built from the scene's real HDR light, so bright highlights keep their colour.
RenderAvailable now
Physically based materials
Metalness, roughness, emission and transparency per material. See-through materials blend; they do not bend light.
RenderAvailable now
Leaves that let light through
Subsurface scattering: sunlight glows through backlit leaves.
RenderAvailable now
Depth of field and film grain
Depth of field with soft bokeh, driven by the camera's settings, and fine pixel-sized film grain, on by default.
RenderAvailable now
Tonemapping options
AgX and PBR Neutral are available as options, and Nova's AgX was checked against Blender's on a test set.
RenderAvailable now
Clean transparent textures
Semi-transparent textures composite without washed-out ghosting. On the test frame, the error against the reference fell from 15.12 to 10.66.
RenderAvailable now
Multi-sample renders
Multi-sample renders average real light, not graded pixels.
AnimationAvailable now
Picture-in-picture preview
A preview window with Shaded, Half, Full and Render modes that honours your sample count: 1, 4, 16 or 64.
AnimationAvailable now
Keyframes across characters
Copy keyframes from one character and paste them onto another, matched by part name.
AnimationAvailable now
Deterministic particles
Particle bursts and their random frames come out the same whether you play, scrub or export.
CoreAvailable now
Deterministic exports
In 22 headless test cases, the same frame came out byte-identical across separate runs.
CoreAvailable now
Fast scrubbing
Scrubbing never waits on the GPU: the CPU stall went from 12.8 ms to 0. Preview playback got 48% faster and scrubbing 58% faster (August 2026).
CoreAvailable now
Kind to your GPU
An automatic video-memory budget, so smaller GPUs scale back instead of crashing, and a frame cap that keeps the GPU cool while Nova sits in the background.
CoreAvailable now
Safe saving and exports
Saving runs in the background and only says "saved" once the file is really written, and an export never reports success when its final write failed. Settings live in one folder, with a portable mode.
CoreAvailable now
Safe with heavy content
Huge resource packs load safely, oversized render sizes are clamped, and broken or oversized skins and world files are refused instead of crashing.
CoreExperimental
Timed backups and crash recovery
Built and switched off by default for now.
InterfaceExperimental
A redesigned interface
Teal themes and cleaner panels, landing behind a switch.
AnimationExperimental
3D model import
GLB, glTF and OBJ models with rigs and animation, behind a switch and paused for now. Imported characters move part by part; smooth skinning is planned.
RenderAvailable now
One render path for every project
Projects saved with the older basic engine setting now use the same full-quality path as everything else. Projects without that setting render exactly as before.
AnimationExperimental
AI animation assistant
A separate tool lets an AI assistant such as Claude edit a project's animation file through more than 20 typed tools.
AnimationExperimental
Live AI bridge
Off by default: the assistant works inside a running Nova session and can import objects into the open scene. Each change is one undo step, and a change is refused if you edited the same objects after the assistant read them.
RenderExperimental
Alpha-hash shadows
Objects drawn with alpha hashing cast shadows with the same hashing, so the shadow matches the surface. Off by default and approved to switch on.
RenderExperimental
Dome probe bounced light
Bounced light captured from the surrounding scene, including off-screen geometry. Off by default and still under visual review.
RenderPlanned
Industry-standard highlights
In progress: the height-correlated Smith masking term that modern engines use for specular highlights, approved as the new default.
RenderPlanned
Temporal foundation
In progress: shared groundwork for temporal effects such as anti-aliasing, built in steps that leave the picture unchanged.
AnimationPlanned
Smooth skinning
Imported characters that bend at the joints.
RenderPlanned
Scene probe
Reflections and bounced light taken from the real surroundings.