Nova in active development
Every frame dated

Real frames, real dates

Every image here was rendered in a Nova development build and carries the date it was made. Nothing is retouched; frames are only cropped and resized. Demo scenes are labelled as demo scenes. Select a frame to see it larger.

02

Off and on

One setting at a time, in demo scenes built to show it. Drag a slider, or focus it and use the arrow keys.

Shadows off: the courtyard in low sun with no cast shadows
Shadows on: long soft shadows from the colonnade and trees
OffOn
Shadows. Low afternoon sun throws long, soft shadows from the colonnade and trees.
God rays off: the colonnade at sunset with plain, clear air
God rays on: shafts of sunset light stream between the columns
OffOn
God rays. Sunset light streams through the colonnade.
Depth of field off: the whole night courtyard in sharp focus
Depth of field on: a lantern in focus, the lights behind it blurred into bokeh
OffOn
Depth of field. A lantern in focus, the courtyard lights melting into bokeh.
Glow off: the lanterns along the colonnade look dull, with no halo
Glow on: the lanterns shine with a soft halo
OffOn
Glow at night. Lanterns along a moonlit colonnade, with and without their glow.
Bounced light off: hard black shadows in a closed room
Bounced light on: the shadows fill in and the ceiling picks up a red tint
OffOn
Bounced light, cropped 1:1, in a closed room lit by one ceiling light. Off: no ambient occlusion and no indirect light. On: both, filling the shadows and tinting the ceiling and floor.
Bounced light off, low light: the corners and shadows go black
Bounced light on, low light: the shadows lift and the floor by the red wall turns reddish
OffOn
The same room in low light, cropped 1:1. Bounced light alone lifts the shadows and tints the floor and ceiling red and green.
Leaf translucency off: the backlit canopy is darker
Leaf translucency on: sunlight glows through the leaves
OffOn
Backlit leaves. Subsurface scattering lets sunlight glow through the canopy.
Material and normal maps off: the stone corridor looks flat
Material and normal maps on: bricks and cobbles stand out in relief and the floor glints
OffOn
Material and normal maps. Low sun down a stone corridor: the pack's normal maps raise every brick and cobble, and its smoothness maps make the floor glint. The off side uses a developer diagnostic switch. Textures: Meteor 256x by Luracasmus (third-party resource pack).

How these pairs were made

Each pair is the same demo scene, camera and frame, rendered in a Nova development build through its export path on 8 October 2026. Only the feature named under each pair changes between the two sides. Nothing is retouched.

03

Before and after

Fixes from the patch notes, shown on the scenes they were tested on. Drag a slider, or focus it and use the arrow keys.

Before: a black mirror floor at sunset
After: the sunset sky and clouds reflected in the mirror floor
BeforeAfter
The sky in the mirror. Test scene, 13 Sep 2026; on by default since 14 Sep 2026.
Before: a semi-transparent magic circle with the old compositing
After: the same magic circle after the compositing fix
BeforeAfter
Transparent textures composited in linear light. Error against the reference frame: 15.12 before, 10.66 after. 23 Aug 2026.
Before: the preview while playing, with broken floor reflection streaks
After: the clean frame with a clear floor reflection
Playing, beforeNow
Found in a hands-on test with real project work: playing gave broken streaks while pausing gave a clean frame. That case was fixed on 19 Sep 2026.
05

Ten weeks of progress

Dated frames, oldest first. Keep scrolling and the strip moves with you.

The mountain test scene at dusk

The mountain scene, early

Sky, glow and fog on a large test scene, three weeks into development.

Green spell trails under a storm sky

Glow on a spell

Spell light with sparks and trails, glowing against a dark sky.

Coloured cubes tinting a grey floor

Colour that bounces

Coloured cubes tint the floor with bounced light in a test room.

A town street with a canal

A whole town

A large town project with water, trees and street detail.

A semi-transparent magic circle

Transparent textures

A magic circle after the compositing fix.

A lantern casting long shadows

Lantern light

A lantern throws long shadows across a test corridor.

Sunset sky reflected in a mirror floor

The sky in the mirror

Mirror reflections of the sky, switched on by default the next day.

A clean mirror floor under a blue sky

A playback bug fixed

Broken streaks seen only while playing, found in a hands-on test, are gone.

The mountain scene with a glowing floating ruin

The mountain, ten weeks later

The same mountain scene, with richer light and glow.

Sunset light through a colonnade in a demo scene

Scenes built to show one thing

New demo scenes, each made to show one feature clearly, rendered through the export path.

06

Still to come

Things we want to show but cannot show honestly yet. Each slot says what it will hold.

In production

The new interface

Screenshots once the new look is switched on, with a clean demo project.

In production

Model import

The import flow, from the dialog to the model standing in the viewport.

In production

Animating with AI

A timeline clip of an assistant blocking out a first pose pass.