ClayStage Guide

Stage a scene in clay, pick real materials, generate a photoreal image. No 3D experience needed.

Getting started

Sign in with Google or email. You're in the studio right away. Every account starts on the Free plan with 15 one-time credits, and you can upgrade any time from your name (top right) → Account & billing. Once you're in, the flow is always the same:

Cyc wall → platform → objects → materials → lighting → Generate.

Everything autosaves continuously under the project title at the top left. There is no save button to remember.

Plans & features

ClayStage has four plans. Credits are spent on generations; each plan unlocks a different set of tools.

Free15 one-time credits. Basic staging & render only: browse and place the built-in catalog (cyc walls, platforms, objects, materials, HDRIs, gobos), light it, and generate. Downloads are watermarked. No characters, clothing, poses, animation, 4K, layered-PSD export, or uploads.
Creator, $29/mo120 credits/mo. Everything in Free, with no watermark, plus the full toolset: characters, clothing, poses, animation / video, 4K upscale, layered-PSD export, and Custom assets (upload your own models, characters, gobos, clothing and poses). Custom-asset storage: 1 GB.
Studio, $79/mo400 credits/mo. Same feature set as Creator with more headroom. Custom-asset storage: 10 GB.
Teams, $199/mo1,200 pooled credits/mo across 5 seats (extra seats $35/seat/mo). Everything in Studio plus team-only extras: a shared custom-asset library (org-wide uploads everyone can use), system / installed fonts, and pooled credits. Custom-asset storage: 50 GB.

Annual billing is available on the paid plans. The studio shows your current plan and remaining credits next to your name; when a tool is locked for your plan, ClayStage tells you which plan unlocks it.

Changing plans. Upgrades open Stripe in a new tab, are prorated, and take effect immediately (you pay the difference now). Downgrades apply at the end of your current cycle, so you keep what you're paying for until then. Edit subscription and adding seats also open in a new tab.

What's open to everyone: the built-in catalog, scene building, materials, HDRIs/lighting, gobos, cameras and composition guides, and the Google Fonts picker for 3D text (any family, any weight). Free is feature-limited only in that it can't use characters/clothing/poses, animation, 4K, layered export or custom uploads, and its downloads carry a watermark.

Projects

Building a scene

Cyc walls

The room itself. Pick one from the first library section: seamless sweep, corner, C-curve, round, U, ramp, or flat wall. Select it to adjust width / depth / height / roundness (seamless) or stretch any wall with the Width× / Height× / Depth× sliders. Follow keeps the wall opposite the camera automatically.

Stages

Pedestals, steps, slabs and block sets, the furniture only. Stages are additive: click three stages, get three stages — nothing replaces anything, so you can compose whole sets. Stages no longer carry a built-in wall; pair any stage with any wall from the Cyc Walls section. A multi-piece stage arrives as a real group — every piece is its own object in Scene Contents with its own material, eye and gizmo; one undo removes the whole set. Edges start with a barely-there chamfer; dial the Chamfer control up whenever you want rounder. Once a piece is textured its Texture Mapping rows (Tile / Rotate / Offset) appear in the Inspector.

Objects & text

Click any object in the library and it lands on your set. 3D text uses Google Fonts (pick any family and weight from the picker) with depth, kerning and rounding controls. The Google Fonts picker is open to every plan. (Using your own system / installed fonts is a Teams feature.)

The Scene panel

Moving, rotating, scaling

Camera

⌥ + drag orbits around the exact point under your cursor. Click a spot on any geometry and the view swings around it, with no jump when you start the drag. Space + drag pans, scroll dollies, and keeps flying through when you're in close. Multiple cameras live in the bottom bar; each can be locked. When a scene has more than two cameras the bar collapses to just the active one, with a chevron and camera count to expand the full list. The frame-darkness slider (eye icon, bottom bar) controls the aspect-ratio mask.

The grid button beside it cycles composition guides over the render frame: rule of thirds → golden ratio (phi lines + spiral) → off. The phi lines span the frame; the spiral keeps its true golden proportion fitted inside whatever output ratio is selected. Guides never appear in captures or renders.

Dolly Zoom. Click Dolly in the camera bar, then click your subject in the viewport. Now just drag the focal length slider. The camera automatically dollies in/out to keep your subject the same size while the background compresses or expands (the classic “Vertigo” effect), all from one control. Click Dolly again to turn it off. Because the move is baked into the camera position, capturing animation keyframes at two focal lengths records a real dolly-zoom shot.

Materials

Drag a swatch from the library onto any object. On platforms and multi-part uploads, the drop lands on exactly the piece under your cursor (or focus a part in the Scene panel first). The viewport shows a faithful preview; the generation uses the true material by name, from its prompt phrase. The photoreal grain, veining and weave come from the AI, not the preview texture.

HDRIs & lighting

Pick a preset in Lighting · HDRI (chrome-ball previews show each environment). The Environment item in the Scene panel gives you rotation, intensity, and two independent toggles: Lighting on/off and Background visible/hidden, so you can light with an environment while showing only your cyc wall. With Lighting off the scene goes truly dark. Gobos or a custom HDRI become the only light. Portrait and Outdoor categories are tuned for the character workflow (Creator and up). The Environment panel also has a Contact shadow toggle (the soft fake-AO disc under each object), off by default; your real light-cast shadows are unaffected.

When an HDRI is loaded, the Environment panel also gains Hue and Saturation sliders. Recolor the whole environment, both the light it casts and the backdrop you see, without swapping HDRIs (warm a daylight studio, desaturate a colorful street, and so on).

Presets vs real HDRIs. The built-in presets are procedural light rigs (key + fill + rim + environment), not image files. That's why downloading one gives you the rig as JSON. Upload a real .hdr or a JPG/PNG panorama in this section and it becomes a true image-based environment that lights and reflects in the scene; its chrome-ball thumbnail renders automatically from the file you uploaded.

Gobos

Light patterns: blinds, windows, foliage, spots. Click one to add it, then select it and use its three grips:

Color (with a White reset), Blur, Pattern scale and Pattern rotate live in the Inspector. The crosshair never appears in captures or renders.

Selecting past a gobo. A gobo's light cone never blocks the objects it points at — click an object through the cone (selected gobo or not) and you get the object. You still grab the light itself by clicking its cone over empty space or the cyc backdrop, by its crosshair/arrow grips, or by selecting the gobo in the Scene panel. (Locking a gobo also makes it fully click-through.)

Animating a gobo. With the Animation timeline open, tick Sweep, Tilt or Distance on a selected gobo and it starts moving right away, with a sensible default sweep, tilt or push, so you see motion the moment you check the box. Use Capture start / Capture end to dial in the exact start and end of the move.

Characters & Poses Creator+

Characters, clothing and poses are unlocked on Creator and up (not available on Free). Characters work like materials, but for people. An uploaded character is the person who gets rendered; a mannequin stages their body.

Generating images

  1. Pick the model (GPT Image 2 is the default), aspect ratio, resolution (1K/2K, plus 4K on Creator and up), and ×1 or ×4.
  2. Choose Light or Dark world.
  3. Hit Generate. Untextured items don't block. A toast lists them and the render runs anyway, with those pieces in a clean studio finish.

Progress shows on the card; long renders show elapsed status and a Cancel option. 4K (Creator+) uses the model's native 4K when available, otherwise a precision upscale runs automatically after. Models textured per-part send each part's material to the AI by name. On Free, renders are watermarked on download.

Every generation now matches the on-screen frame exactly: whatever aspect ratio you've selected, what you compose in the viewport is what you get back, with no surprise crop or stretch.

What generations cost (credits). A photoreal image is 1 credit. Premium models (Gemini Image 3 Pro, GPT Image 2) and native 4K are 2–3; ×4 charges for all four. Video is billed per second and varies by model & resolution (and audio); the in-app picker shows the exact cost before you render. Render Animation starts at 14 (5s) on Aleph 2. A 4K upscale is 2. Your balance is shown top-right.
You don't have to wait. The moment you hit Generate, the shot is captured. You can immediately move the camera and restage for your next generation while the current one renders in the background. Everything autosaves as you go.

Your generations

Connect to Claude (MCP) Preview

ClayStage speaks MCP (the Model Context Protocol), so you can connect an AI assistant like Claude to your studio and work with it by chat. Connect once (sign in and Allow), then build the scene and render, all on your plan. Turn on Claude control to let it build in your live studio.

Safe by design. A connected assistant can call only a short, fixed list of tools. It runs as you (your own sign-in, the same per-account rules as the app), so it can never see another customer's work, your back end, or the app's code. Building in your scene requires you to switch on Claude control, and anything that spends credits keeps the same plan limits and paywall as the website. To revoke Claude's access entirely, open your name menu → Account & settings → Connected apps → Disconnect.

Connect it

  1. In a client that supports custom MCP servers (for example Claude Desktop), add a new server pointing at https://claystage.studio/api/mcp.
  2. Claude opens a ClayStage sign-in page — sign in and click Allow. That's it: no tokens to copy. Claude is then connected as you (your plan, your credits, your private scenes).
  3. To have Claude build in your scene, open the studio and turn on Claude control (your name menu). The catalog/account tools work without it.

What your assistant can do

With Claude control on, it builds in your live studio: cyc walls, as many stages as you want (they're additive and arrive as real groups), models, 3D text, materials and color, gobos, HDRI and lighting, and cameras; characters with clothing, poses, expression and gaze; and animation including object motion, camera orbits and dolly zoom. It can also pull up your renders, and, if you ask, press Generate for you (it renders in your browser, on your plan).

It does scene surgery too: group and ungroup, parent under nulls, reparent, duplicate, rename, lock, show/hide, reset — plus per-object finishing (hue/saturation tone, wear and imperfections, chamfer, texture tiling/rotation/offset) and camera control down to orthographic vs perspective, auto-framing, focal length and aperture.

It can also work from a reference image you share — it sees the photo and rebuilds the look from ClayStage parts — set the HDRI background and output aspect ratio, validate the scene before you spend credits, and build a whole scene in one batch. It drives full animation too: object and camera keyframes, orbit, dolly zoom, eases, capture start/end and match timeline, and can export a motion clip.

It discovers what is available by calling list_catalog (materials, models, characters, poses, easings and more), so it always uses your real options. The read-only helpers list_plans, list_video_models, whoami, list_renders and render_status are there too.

Your custom assets Creator+

Custom assets let you bring your own content into ClayStage alongside the built-in catalog: your own models, characters, gobos, clothing and poses (plus materials, HDRIs and wear maps). This is a paid feature. Free can't upload; it unlocks on Creator and up.

Turn on Library Mode (click your name → Library Mode) and every section gains its own upload zone, pre-wired to the right file types. Uploads land in your library next to the built-in items and behave identically once placed. The Render description field is what the AI is told whenever the asset appears in a scene. It auto-fills from the filename; make it vivid.

Storage caps scale with your plan (built-in catalog items don't count, only your own uploads):
FreeNo custom uploads.
Creator1 GB of custom assets.
Studio10 GB of custom assets.
Teams50 GB, shared across the org (see Teams below).

What each upload becomes

Every section's upload zone is pre-wired to the right file types. The Render description auto-fills from the filename. Refine it for the best results.

  • Objects / Cyc Walls / Stages (.obj .fbx .glb .gltf, ≤4 MB): real geometry, auto-normalized to set scale and grounded at y=0. Grouped objects survive as individually selectable parts.
  • Characters / Clothing / Poses: your own people, flat-lay outfits and pose photos for the character workflow (see Characters & poses above).
  • Materials (.png .jpg swatch): the image becomes the viewport texture and the labeled swatch on the @materials board. The name and render description write themselves from the file: the filename gives the material family ("…SuedePink…" → suede), the pixels give the color, and the phrase comes out art-director-grade ("blush-pink suede, a soft napped matte surface with fine velvety micro-texture"). Type your own first to override it.
  • HDRIs (.hdr, or .jpg/.png pano): a true image environment that lights the scene; its chrome-ball thumbnail renders automatically on upload.
  • Gobos (.png .jpg): the image becomes the projected light cookie.
  • Imperfections (greyscale .png/.jpg): tileable wear maps.
  • Thumbnails (the picture-frame button on any tile in Library Mode): display only; never touches the asset itself.

Managing your library

While Library Mode is on, every tile gains controls: hide, rename, reset, and delete (your uploads only, with confirmation). Hidden items stay visible to you in Library Mode, shown dimmed.

Teams: seats & shared library Teams

Teams ($199/mo) is built for studios working together. It adds, on top of everything in Studio:

Animation (AutoDrive) Creator+

Animation and video export are unlocked on Creator and up (not on Free).

Open Animation at the bottom of the Library. The timeline pops up (it's hidden otherwise). AutoDrive is keyframeless: select any object and, in Controls, tick Position, Rotation or Scale. Each group eases from a Min to a Max over a Start → End frame range, with an Offset that delays the move and a click-to-change easing curve (your full easing library). Set playback to Once or Ping-pong.

Capturing. Pose the object, scrub to a frame, then hit Capture start / Capture end. The current transform is recorded and that range begins/ends at the playhead. Use Capture start · all / Capture end · all to grab Position + Rotation + Scale together, and Match timeline to stretch every animated channel across the whole clip. Add range chains another move after the first, and each chained range has its own Capture start/end too.

Moving, scaling and rotating objects

Select any object and the default dynamic-place gizmo appears around it: a small ringed orb at its centre, a bit like the planet Saturn, with handles for every move. Everything you need to position, size and turn the object sits right on it (all in your accent colour):

Move centre orb Scale Y top face Scale X side face Scale Z front face Scale all uniform Rotate drag the ball
The dynamic-place gizmo. Accent-coloured parts are the handles you grab.

Platforms and cyc walls show the ring and the scale handles too. Locked objects and gobos show no gizmo.

Floating an object off the surface. The dynamic-place gizmo keeps objects on the ground. To lift one freely, press G for the Move tool: the puck/ring/cubes are replaced by a three-axis arrow gizmo — X (red), Y (green), Z (blue). Drag an arrow to slide along that one world axis with no surface snapping, including straight up to float it. Press G again (or Esc) to return to Place.

Keyboard shortcuts

⌥ + dragOrbit: pivots on the exact point under your cursor
Space + dragPan camera (hand tool)
ScrollDolly in/out (flies through up close)
drag objectPlace: always surface contact
⇧ + drag objectLean / tilt
⌘ + drag objectDuplicate & place
drag gobo target / cone / ⌘-dragMove target / move light / move both: grabbable directly, no pre-selecting
grid button (bottom bar)Guides: thirds → golden ratio → off
double-click a Scene nameRename (Enter commits, Esc cancels)
chevron on a model rowExpand parts; click a part to texture just it
V / R / SPlace / Rotate / Scale
GMove: free X/Y/Z translate gizmo (drag the arrows; no surface snapping). Press G again to return to Place.
F / HFrame selected / frame all
⌘-clickAdd / remove an object from the selection — in the viewport or Scene Contents. In the viewport a ⌘-drag still duplicates.
⇧-click (Scene Contents)Range-select: click one row, then ⇧-click another to select everything between (like Photoshop)
⌘D · ⌘G · ⌘⇧GDuplicate · Group · Ungroup. Group takes any objects — seamless cyc, stages/pedestals, models, typography, gobos, characters — and a "Group N objects" button appears in Scene Contents. Groups fold like folders.
Drag a row (Scene Contents)Drag an object out of a group, into another group, or onto empty space to free it — the object keeps its place in the scene. Drag a model's part (▸) out to pull it into its own standalone object.
Move a grouped itemOpen a group — or a multi-part model / stage (▸) — select an item inside it, then move / rotate / scale it with the gizmo. It stays inside the group.
⌘Z / ⌘⇧ZUndo / Redo scene edits (keeps the last ~60 steps)
⌘⌥ZUndo the last camera move — orbit / pan / dolly / zoom (its own history)
C · L · 1–9New camera · Lock camera · Switch cameras
AToggle the Animation panel (open / collapse)
UCollapse the currently-open library category (no scrolling back up)
Numpad 0Open the Animation panel and play / pause the timeline
EscDeselect / close overlays
Delete selected
What undo covers. ⌘Z steps back through scene edits — adding, moving, scaling, rotating, deleting, grouping — and keeps the last ~60 steps; ⌘⇧Z redoes them. Camera moves have their own undo: press ⌘⌥Z to step back an orbit, pan, dolly or zoom, so a plain ⌘Z never jerks your view around and a camera nudge never eats a real edit. Renaming a project is also outside undo — a rename saves on its own the moment you make it, so a stray ⌘Z can never un-rename a scene. Everything autosaves as you go.

Troubleshooting