# Make your first render

Build a small set, frame a shot, generate an image. Twenty minutes from a fresh project to something you could show a client. Working through this once gives you the shape of the whole product.

## Watch

<https://www.youtube.com/watch?v=x\\_glYD5b8jw>

![A finished render: yellow Lamborghini on a wet Manhattan street at night, the canonical hero output of the first-render walkthrough](/files/hM1HlspfmwRKC488I3Kh)

## What you'll have at the end

A project with one scene, one shot, and one rendered image of a Lamborghini on a city street at night. Not finished work, but enough that you understand the Build → Compose → Visualize loop and have a frame to riff against.

## Before you start

Sign in. Create a new project from the homepage. Give it a name (don't leave it Untitled – the auto-prompt uses project and scene names later). The empty 3D scene that opens is your starting state.

If your viewport feels weird, take a detour through [Move the camera](/overview/get-started/viewport-navigation.md) first. The rest of this page assumes you can orbit, pan, and frame without thinking about it.

## Build the scene

Switch to **Build** mode in the top-center toolbar (it's the default for new projects). The asset library is along the bottom of the screen.

1. **Add a road.** Open the asset library. Type "city street" or "asphalt" in the search. Drag a long road segment into the viewport. It lands flat on the ground plane.
2. **Add buildings.** Search "building" or browse the Architecture category. Drop two or three buildings on either side of the road. Don't worry about exact placement; AI Composer can clean it up later.
3. **Faster: prompt for a city block.** AI Composer's prompt input runs full-width across the bottom of the Build-mode viewport. Type *"create a quiet Manhattan city street at midnight with skyscrapers"*. Hit enter. Wait. The agent returns a populator with road, buildings, sidewalks, lamp posts. The Chat History panel on the right shows the agent's response. Adjust the populator's footprint if needed.
4. **Add the hero.** Search "Lamborghini" or "supercar" in the asset library. Drag one in. Place it center-frame on the road. Press `F` with it selected to frame the camera on it.
5. **Add an image reference.** Open the contextual menu of the Lamborghini → Details → Image reference. Upload a photo of the actual Lamborghini Revuelto (or whatever car you have a reference for). The visualizer will use it to lock in the look.
6. **Set the time of day.** Open the **Edit Scene Details** panel on the left. Type `midnight` (or `11:00pm`) into the Time field. The scene goes dark; the building masses still read as silhouettes.

You now have a usable set. About six minutes in.

## Compose the shot

Switch to **Compose** mode.

1. **Add a shot.** Click **Add Shot** in the toolbar. The current viewport framing becomes Shot 1.
2. **Get into a low angle.** Free cam to drop the camera near street level. Press `F` on the Lamborghini to frame it. The picture-in-picture in the top-left shows where you are in the world.
3. **Set the lens.** Open the shot details panel on the right. Choose a 35mm. Wider feels more dramatic for an automotive hero shot.
4. **Set the aspect ratio.** Same panel, switch to 2.39:1 cinematic.
5. **Name the shot.** Click the shot name in the panel and rename it "Lambo hero, low angle, midnight". The visualizer reads this string when it builds the prompt.

Eleven or twelve minutes in.

## Visualize the render

Switch to **Visualize** mode.

1. **Read the auto-prompt.** The right panel shows the Scene tab with three blocks: \[Scene Context], \[Environment & Props], \[Subjects]. The Lamborghini should be in the Subjects block. If it's not, you skipped step 5 in Build – go back and add the image reference.
2. **Pick a model.** The top-right of the panel has the model dropdown. For a stylized hero shot, **Nano Banana Pro** is a good first call. For more photoreal material work, **Flux Pro Kontext**.
3. **Pick the resolution.** 1K is a credit-cheap way to see if the framing is right. Use 2K only when you're committing to the look.
4. **Add a style preset.** Click the Style tab. Pick **Cinematic photography** or **Storyboard concept** depending on what you want. The Style block fills with descriptive text the model uses for surface treatment.
5. **Add a lighting preset.** Click the Lighting tab. **Stormy coastal tempest** is dramatic; **Misty cobblestone dawn** is moodier. The Lighting block fills accordingly.
6. **Generate Image.** Click the green button at the bottom of the panel. The job runs; the result lands in the sidebar gallery on the right of the viewport.

If the render is wrong: don't immediately regenerate.

* Wrong composition? The fix is in Compose mode – move the camera, change the lens.
* Wrong subject? The fix is in Build – better image reference, more specific name on the object.
* Wrong style or mood? Swap the preset; that's what they're for.
* Stubborn extra object that won't go away (the famous "extra cop car" problem)? Download the render, edit it in Photoshop, upload as a start frame for video. See [Edit images](/visualize/edit-images.md).

If the render is right: download it, favorite it, move on. Add another shot in Compose. Render that. The loop is the same.

Twenty minutes, give or take.

## What's next

* [Image reference](/overview/concepts/image-reference.md): the technique most directly responsible for consistent character and product rendering.
* [The three modes](/overview/concepts/the-three-modes.md): the mental model that makes everything else readable.
* [How the visualizer thinks](/overview/concepts/how-the-visualizer-thinks.md): why the model is given a 3D scene and not just a paragraph.
* [Sets](/build/sets.md): save the city block you just built for the next project.


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