AIHom Blog

Tutorials, customer stories, and what we are shipping next.

BlogProduct

Introducing Screenshot-to-Photoreal: any image, into your editable scene.

Jun 7, 2026 · 5 min read

Screenshot to Photoreal

A render used to be the last thing you made — and the most painful. Screenshot-to-Photoreal turns that on its head: drop in almost any image and get a polished, editable scene back in minutes.

For most people, getting a photoreal render meant owning a modeling tool, a render engine, and the patience to learn both. You'd build the scene, set up materials, place lights, wait for a render pass, then start over when the client wanted the sofa moved. The result looked great, but the road there was long.

Today we're shipping the shortest version of that road we've built yet. Screenshot-to-Photoreal takes a flat image — a viewport grab from another tool, a wireframe, even a rough hand sketch — and returns a finished, photoreal render. No manual texturing, no lighting rig, no render farm.

What you can drop in

The input doesn't need to be clean. AIHom reads the geometry and the intent, not just the pixels:

  • Screenshots from any 3D tool — SketchUp, Rhino, Coohom, or anything else
  • Untextured wireframes and grey-box viewports
  • Hand-drawn sketches and concept art
  • Photos of a real room you want to restyle

What comes back

AIHom adds realistic materials, lighting, shadow and depth, and renders the scene in high resolution. Crucially, the output isn't a dead JPEG — it's a real, editable scene. Change a finish, move a wall, swap a light, and re-render in minutes.

The point was never to make one good render. It was to make the next ten changes cost you minutes, not days.

Who it's for

Designers use it to turn a working model into a client-ready visual without leaving for a separate render engine. Students use it to produce portfolio-quality images without a license stack. Real estate teams use it to stage a listing photo so buyers can picture themselves in the space.

Try it in a minuteOpen the Screenshot-to-Photoreal feature, drop in any image, and watch it come back rendered. The free plan is enough to see it work end to end.

Where it's headed

This is the first release. We're working on tighter style control, batch rendering for multiple angles at once, and even faster turnaround. If you put it through its paces and hit a wall, tell us — early feedback shapes what ships next.

BlogTutorial

From floor plan to 3D render in 90 seconds

Jun 5, 2026 · 4 min read

Floor plan to 3D

You don't need a CAD background or a free afternoon. Here's the full path from a blank canvas to a photoreal render — the way most people actually do it.

Step 1 — Describe or upload the plan

Start one of two ways. If you already have a floor plan, drop in the image, PDF or CAD file and AIHom reads the walls, rooms, doors and windows. If you're starting from scratch, just describe it in a sentence:

Example prompt"A 3-bed, 2-bath single-story home, around 1,400 sq ft, open kitchen and living, with a study off the entry."

You'll get a clean, build-ready 2D plan back in seconds, with rooms labelled and measurements in place. Drag a wall or resize a room if anything's off — nothing is locked in.

Step 2 — Generate the 3D home

One click turns the plan into a fully furnished 3D scene. AIHom raises the walls, fits the windows, sets the lighting, and places real furniture from a library of over a million branded products. What you get is a walkable space, not a flat picture — you can move through every room from any angle.

Step 3 — Render it photoreal

From the 3D scene, render a photoreal view in minutes. Materials, lighting and depth are handled for you, and you can export in high resolution straight into a deck, a listing or a portfolio.

Step 4 — Change anything, re-render

This is where the time savings really land. Want the kitchen island gone or the palette warmer? Say it in words, or open the advanced editor for hands-on control, and re-render. You're iterating in minutes instead of rebuilding from scratch.

The first render is rarely the final one. The win is that the second, third and fourth are basically free.

Tips for a cleaner result

  • Give the brief a vibe, not just rooms — "warm, minimal, lots of natural light" steers the furnishing.
  • Fix the layout in 2D before going to 3D; it's faster to nudge a wall than to redo a furnished room.
  • Render one hero angle first, then duplicate the view for the rest once you like the look.

That's the whole loop. Once it's muscle memory, 90 seconds is a comfortable pace — and most of that is you deciding what you want.

BlogStory

How a 2-person studio shipped 40 listing decks in a week

Jun 2, 2026 · 6 min read

Listing deck workflow

Marisol and Dev run a two-person staging studio. When a brokerage handed them 40 listings to visualize before a spring open-house push, the old workflow said "three weeks." They shipped in five days.

Their previous process was a relay race: shoot or source the room photos, rebuild each space in a modeling tool, set up materials and lighting, render overnight, then assemble everything into a client deck the next morning. On a good week they'd turn around six or seven listings. Forty was not a good-week number.

Rebuilding the pipeline around prompts

Instead of modeling each room from scratch, they started from the listing photos directly. For empty units, they staged from a single photo; for dated interiors, they restyled in place. The brief for each room was a sentence — target buyer, mood, a couple of must-keep features — and AIHom returned a furnished, photoreal scene.

The decks themselves followed a simple template: a hero render per room, a couple of alternate styles for the rooms that mattered most, and a clean export straight into their slide layout.

The week, by the numbers40 listings · ~3 rooms each · 2 people · 5 working days. The bottleneck stopped being render time and became how fast they could decide on a look.

What actually sped things up

  • No re-modeling. Starting from the photo meant they skipped the most time-consuming step entirely.
  • Variations were cheap. Showing a broker two styles per hero room took minutes, not another render night.
  • Edits stayed in one place. When a broker asked for a warmer palette, they changed it and re-rendered without rebuilding.
"We didn't get faster at rendering. We stopped rendering the way we used to." — Marisol

What they watched out for

It wasn't all magic. They learned to write tighter briefs — vague ones gave generic rooms — and they kept a human eye on scale and on anything a buyer might misread. For listings, they also labelled every image as virtually staged, in line with their local MLS rules.

The takeaway wasn't "AI does the work." It was that a two-person shop could take on volume that used to require a bigger team — and spend the saved hours on the judgment calls that actually win the listing.

BlogProduct

Lite Monthly: why we added a credits plan

May 28, 2026 · 3 min read

Lite Monthly plan

We kept hearing the same thing from people who'd outgrown the free plan but weren't ready for a big commitment: "I just need a bit more room to work." Lite Monthly is our answer.

The gap we were trying to close

The free plan is generous enough to learn the product and finish a small project — 50 credits a day, 200 lifetime credits, three projects. But once AIHom became part of someone's actual workflow, two limits showed up fast: not enough monthly capacity, and not enough project slots to keep work organized.

We didn't want to answer that with a heavy, feature-gated subscription. We wanted the simplest possible step up.

What Lite Monthly includes

  • 1000 credits a month, refreshed each billing cycle
  • 50 project slots, so work doesn't pile up against a cap
  • Priority generation speed and up to 3 concurrent tasks
  • The full branded 3D asset library — over a million products

In practice that's roughly ten complete designs (floor plan through 3D render), forty image-to-3D conversions, or fifty HD interior images a month — mix and match as your work demands.

Why credits, not seats or exports

Credits map to the thing that actually has a cost: an AI action. A plan generation, an image-to-3D conversion, an HD render, a refinement — each draws from the same pool, and we show the cost before you confirm. You're never metered by some proxy like number of exports or watermark removals.

One pool of credits, spent on whatever you're making this month. No feature you paid for but can't reach.

Good to knowMonthly credits reset at the start of each cycle; the lifetime credits from the free plan never expire. You can cancel anytime and keep access through the period you've paid for.

Is it for you?

If you're bumping into the daily free limit, or juggling more than three projects at once, Lite Monthly is the cheapest way to stop fighting the ceiling. If you're an occasional user, the free plan is genuinely fine — we'd rather you stay on it until you feel the pinch. See the current details on the pricing page.

BlogResearch

What good 3D rendering looks like in 2026

May 24, 2026 · 8 min read

3D rendering trends

For years, a render was either fast or good. In 2026 that trade-off has mostly collapsed — which makes it worth asking what "good" actually means now, and where AI rendering still falls short.

Realism stopped being the hard part

Convincing materials, soft global lighting, accurate reflections, believable depth of field — these were the difference between an amateur and a professional render not long ago. Today a competent tool gets them right by default. Realism is table stakes; it's no longer where the value is.

Three things that separate a good render now

1. Light that reads as real, not just bright

The tell of a weak render is flat, even lighting. A good one has a clear light source, directional shadows, and the small falloff and bounce that make a room feel inhabited. Notice where the light comes from before you judge anything else.

2. Materials with the right scale

A wood grain or tile that's slightly too large or too small breaks the image more than people realize. Good rendering respects real-world scale — a sofa is sized like a sofa, a plank is sized like a plank — so nothing feels uncanny.

3. Editability

This is the one most tools still get wrong. A beautiful image you can't change is a dead end. The moment a client says "move the island," a flat render sends you back to square one. A render you can keep editing — geometry, materials, lighting, all still live — is worth far more than a prettier one you can't touch.

In 2026, the quality bar isn't how good a single frame looks. It's how cheaply you can make the next change.

Where AI rendering still struggles

  • Spatial consistency. Keeping the same room coherent across multiple angles is harder than making one good frame.
  • Faithful products. Generic furniture looks fine until you need a specific, real, buyable piece — which is why a real branded catalog matters.
  • Intent over aesthetics. Tools can make something pretty; understanding what you actually meant is the frontier.

What this means in practice

If you're evaluating a rendering tool this year, don't be wowed by the first hero shot — everyone has one. Ask the harder questions: Can I change it after? Does it hold up from a second angle? Are the products real? Those answers, not the surface polish, tell you what it's like to actually work with.

Our takeWe build AIHom around editability and a real branded catalog precisely because that's where rendering still earns its keep. The pretty frame is the easy part.

BlogTutorial

Editing materials and lighting like a pro

May 21, 2026 · 5 min read

Materials and lighting

The first render gets you 80% there. The last 20% — the part that makes a scene look intentional instead of automatic — is all materials and light. Here's how to dial it in.

Edit by prompt first

The fastest way to change a scene is to describe the change. AIHom keeps the scene fully editable, so you can say what you want and re-render:

  • "Make the floor wide oak planks instead of tile."
  • "Repaint the accent wall a soft clay."
  • "Warmer evening lighting, lamps on."

Change one thing at a time. It's tempting to rewrite everything in one prompt, but small, single-purpose edits give you cleaner control and make it obvious which change did what.

Then go hands-on for the details

When you want precise control, open the advanced editor. There you can select a specific surface, swap its material, adjust a single light, or nudge a piece of furniture — without disturbing the rest of the scene. Prompt for the broad strokes, edit by hand for the finish.

Getting light right

Pick a direction

Flat, even light is the most common reason a render looks generic. Decide where your main light comes from — a window, a fixture — and let the shadows fall from it. Direction reads as realism.

Match the mood to the time of day

Bright, cool daylight suits a clean listing shot. Warmer, lower light with lamps on suits a cozy living room. Tell AIHom the time of day and it sets the temperature and intensity to match.

If a render looks "off" but you can't say why, it's almost always the lighting — not the furniture.

Getting materials right

  • Watch the scale. Oversized grain or tile is the quickest way to break realism. If a surface looks wrong, check its scale before anything else.
  • Limit the palette. Two or three materials doing most of the work looks more designed than ten competing ones.
  • Use real products. Pulling from the branded catalog keeps finishes consistent and, helpfully, buyable.

A simple workflowLock the layout → set the lighting direction and mood → fix materials by surface → render a hero angle → only then fine-tune the small stuff. Doing it in that order saves the most re-renders.

Iterate without fear

Because every change re-renders in minutes, you can try a bolder palette or a different time of day just to see. The scene stays editable the whole way, so nothing you try is permanent — and that freedom is exactly what makes the result look considered.

BlogStory

An interior designer's honest review of AIHom

May 18, 2026 · 7 min read

Designer review

I've been designing interiors for nine years and I'm naturally skeptical of "AI design" tools — most are toys. AIHom asked me to use it on real client work for a month and write what I actually thought. So here it is, warts and all.

The setup

I run a small residential practice. My usual stack is a modeling tool plus a separate render engine, and a typical concept pitch takes me a few days per direction. For this test I used AIHom on three live projects — a kitchen remodel, a full apartment refresh, and a quick staging job.

What genuinely impressed me

Speed on the early concept

The part that won me over was the front end of a project. I could take a client's brief, generate two or three layout directions with furnished 3D and renders, and walk into the meeting with options instead of a single sketch. That used to be most of a week. It's the difference between presenting and re-presenting.

Editing live in the room

In one review the client wanted the island moved and a warmer palette. I made the change on the spot and re-rendered while we talked. We left with a decision instead of an action item. That alone changes how a meeting feels.

It didn't replace my taste. It removed the hours between having an idea and showing it.

What frustrated me

I want to be fair, so the honest negatives:

  • Vague briefs give vague rooms. If I was lazy with the prompt, I got a generic result. I had to learn to be specific — which, to be fair, is also true of briefing a junior.
  • It's not my documentation tool. This is for concept and client buy-in. I still take the approved direction into my own software for technical drawings.
  • I double-check scale. Most of the time it's right, but on a couple of renders I nudged proportions before sending to a client.

Where it fits

I'd put AIHom firmly in the early, client-facing part of my process: exploring directions, getting sign-off, and producing visuals fast. It's not trying to be a BIM tool, and I'm glad it isn't pretending to be. Used for what it's good at, it bought me back real hours.

Would I keep using it?Yes — for concepts, pitches and staging. For three of those projects it paid for itself in the first week, mostly in meetings that ended in a decision.

The verdict

Skeptic going in, quietly converted coming out — with caveats. It won't design for you, and it shouldn't. But if the slow part of your work is the distance between an idea and something a client can react to, this closes that gap more than anything else I've tried.