Hue Draw

Hue 3D

Hue 3D is next.

A world you can replay: balls under stated laws in a pen, lit by the engine's own path tracer, every run replaying to the bit from its log and every exact frame the same on every machine.

Hue 3D is not on sale yet: it will be priced, under its own licence, when it opens.

Hue Charts is available now

At a glance

What of Hue 3D stands.

Lab experiment

Our current working example

The play pen: throw a ball into a court of balls, and reset it. We test our kernel, our process and the physics engine here, so it changes as we build.

The pen is setting up.Click anything in the picture to name it.
  • Path-traced light

    In the lab, held still, the pen settles into 256 paths a pixel on the GPU, and lights of a size soften every shadow.

  • Light in motion

    In the lab, while it plays, each frame traces one path of 2 bounces a pixel over what the frames before kept, then smooths it.

  • Every law its own equation

    Spin, rolling, friction between balls, air drag and buoyancy, each held to its own equation, so a ball lighter than the air rises.

  • A play that replays exactly

    A play is the log of its inputs: folded again from the start, it gives the same balls in the same places, to the bit.

  • Light and physics shared

    The light and the time step are the kernel's own, beneath every product: Hue 3D's path tracer lights by the law, and the design system's lit edges are lit by it.

Next, a world a host writes, as data and not code; then light you can prove.

Palettes

One play, any palette

Pick Okabe–Ito, viridis or cividis, the palettes Hue Charts offers, and the pen paints each ball by its own hue through it: the play stays the same to the bit, and only the paint changes.

The play pen at seed 7, 200 balls settled, in the kernel's own colours
the kernel's own colours
The play pen at seed 7, 200 balls settled, in Okabe–Ito
Okabe–Ito
The play pen at seed 7, 200 balls settled, in viridis
viridis
The play pen at seed 7, 200 balls settled, in cividis
cividis

The direction

Where it is going.

Where it is going: a real-time engine for games, film and virtual production, its light path-traced on any vendor's GPU.

The market

The markets it is built toward.

  • $8.35 billion by 2030

    Game engines (Grand View Research). Forecast: 18.4% a year, 2025 to 2030.

    Source

  • $4.5 billion in 2025, $19.8 billion by 2033

    3D rendering, with animation and VFX its fastest-growing use (Grand View Research). Forecast: 19.6% a year, 2026 to 2033.

    Source

  • $2.1 billion in 2025, $8.76 billion by 2030

    Virtual production (MarketsandMarkets). Forecast: 33.1% a year, 2025 to 2030.

    Source

  • $7.21 billion in 2025, $18.03 billion by 2035

    Real-time graphics and rendering (Market Research Future). Forecast: 9.6% a year.

    Source

What studios need

What studios ask of an engine.

  • Terms they can trust

    After Unity announced a per-install fee in 2023, 7% of developers changed engine and 28% considered it; Unity withdrew the fee in September 2024.

    Source

  • No cut of a game's revenue

    Unreal's royalty on a $10 million game is $450,000 at 5% of the revenue past its first $1 million, or $315,000 at 3.5% when it launches on Epic's store.

    Source

  • Any GPU, not one vendor's

    Octane needs a CUDA-capable NVIDIA GPU, or Apple silicon as Octane X: path tracers lean on CUDA and OptiX.

    Source

  • Path-traced light in real time

    Cyberpunk 2077's path-traced mode runs at about 21 frames a second at native 4K on an RTX 4090, and reaches about 100 only with upscaling and generated frames.

    Source