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.
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.
A ruin floating above a storm mountain, 8 Oct 2026
Mirror sea at sunset, 8 Oct 2026
Sunset through a colonnade, demo scene, 8 Oct 2026
A lantern in focus, demo scene, 8 Oct 2026
A gate in shafts of light, 8 Oct 2026
A neon ring over a crimson sea, 8 Oct 2026
Six materials under one light, demo scene, 8 Oct 2026
Long shadows in a courtyard, demo scene, 8 Oct 2026
Sunlight through leaves, demo scene, 8 Oct 2026
Lanterns in a moonlit colonnade, demo scene, 8 Oct 2026
Daylight on a mirror-calm sea, 8 Oct 2026
Pixel-art textures down a long hall, demo scene, 8 Oct 2026
Town project with a canal, 13 Aug 2026
Low sun down a stone corridor, demo scene, 8 Oct 2026. Textures: Meteor 256x by Luracasmus (third-party resource pack)
A room lit by one ceiling light, demo scene, 8 Oct 2026
Rendered in Nova development builds. Frames are cropped and resized only.
One setting at a time, in demo scenes built to show it. Drag a slider, or focus it and use the arrow keys.








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



One courtyard frame through developer debug views, an unshaded colour pass, and block textures seen up close. Select a frame to see it larger.
The finished frame: lighting, shadows, reflections and glow combined.
Unshaded colour pass: flat ambient light only, no sun, shadows, AO or GI.
Surface normals: which way every pixel faces.
Depth: how far every pixel is from the camera.
Roughness: matte blocks are white, the polished spheres dark.
Metalness: only the gold and chrome spheres are metal.
Raw ambient occlusion: red marks the occluded corners.
Raking light on cobblestone and glowstone relief from per-pixel normal maps. Textures: Meteor 256x by Luracasmus (third-party resource pack).
Dated frames, oldest first. Keep scrolling and the strip moves with you.

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

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

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

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

A magic circle after the compositing fix.

A lantern throws long shadows across a test corridor.

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

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

The same mountain scene, with richer light and glow.

New demo scenes, each made to show one feature clearly, rendered through the export path.
Things we want to show but cannot show honestly yet. Each slot says what it will hold.
Screenshots once the new look is switched on, with a clean demo project.
The import flow, from the dialog to the model standing in the viewport.
A timeline clip of an assistant blocking out a first pose pass.