Credits and tokens
How Intangible bills generation work – what costs credits, how the counter tracks spend, and how to think about cost per shot before you click Generate.
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How Intangible bills generation work – what costs credits, how the counter tracks spend, and how to think about cost per shot before you click Generate.
Credits are the unit Intangible bills generation work in. Every image render, video render, AI Composer prompt, Generate 3D Asset call, and image edit costs a deterministic number of credits. The counter at the top-right of the workspace shows your remaining balance for the cycle.
Diffusion models cost real money to run – a single video render at 2K can cost a few dollars on the model provider's API. Hidden costs in a creative tool are how budgets blow up mid-project. Credits make the cost visible at the workspace level: the counter at the top-right tracks every charge as it lands.
The counter is a live read of your tier's monthly allotment plus any credit packs you've bought, minus what you've spent. It refreshes per-action.
The credit counter sits at the top-right of the workspace, between the bug-report icon and the Run/Generate button. Click the number for a breakdown by action type and a link to the plan-management page.

Inside the visualizer panel, the 1K / 2K resolution toggle sits near the bottom of the Visualize panel, just above the Generate button. There's no live cost preview on the Generate button itself; the credit counter at the top-right is the source of truth for your remaining balance.
If you trigger a paywalled action (or run out of credits), the paywall appears when you click Generate, not before. Hover does nothing; the click is the commitment.
Some actions are explicitly free:
Switching modes
Adding objects from the asset library
Moving, rotating, scaling
Renaming
Adjusting environment settings (sun, fog, terrain)
Reading the auto-prompt
Direct Render – rendering a shot's 3D scene as video with no AI model in between
The last one is the exception worth remembering: it sits inside the visualizer, where almost everything costs credits, but a direct render of the 3D scene is free. Anything that touches a generation API costs credits. Anything purely local does not.
Specific credit costs change as model providers adjust pricing on their end. The current matrix lives at intangible.ai/pricing and inside the credit-counter dropdown. As ballpark for planning:
Switching modes, adding library assets, environment edits
Free
–
AI Composer prompt that builds an environment
A few credits
Monthly first, then Purchased
1K image render
Cheap (tens per credit pack)
Monthly first, then Purchased
2K image render
Roughly 2× a 1K render of the same model; varies by provider
Monthly first, then Purchased
Image edit (pencil tool)
Lower than a fresh render
Monthly first, then Purchased
Generate 3D Asset
Higher than image, lower than video
Monthly first, then Purchased
Standard-duration video render
Substantially more than image
Monthly first, then Purchased
Video at 2K with audio
The single most expensive action in the product
Monthly first, then Purchased
Video at 2K with audio is the most expensive single action in the product. Run 1K previews to confirm composition, then commit to 2K for the final.
Anytime you're a few weeks into a project and want to see what's been driving spend, click the counter and look at the breakdown. Find the action category that's eating the budget. Common answers: 2K video iterations, AI Composer overuse on tiny scenes.
The Generate button disables when your balance reaches zero. Three options:
Buy a credit pack: covered in Plans and billing. Discrete top-up that doesn't change your tier.
Upgrade your tier: bumps your monthly allotment and unlocks tier-gated capability. See Plans and billing and intangible.ai/pricing for what each tier includes.
Wait for the cycle to roll over: free option, slow option.
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