Interiors
Walk into the room before it exists — try its light, its materials and the life it will hold.
Interiors is for the loop that decides a room: the same space in morning light and at night, in pale oak or dark timber, empty or lived in. Start from a sentence, render your Rhino room model, or edit a photo of the existing space.
Styles
| Style | What it looks like | Starts from |
|---|---|---|
| Interior photograph | A neutral, professionally photographed view of the finished room, made for design review. | Your description, or a reference |
| Editorial | A styled, magazine-grade shot with mood, curated objects and confident light. | Your description, or a reference |
| Render my model | Turns a capture of your Rhino room into a photoreal interior, keeping the camera and the geometry. | A reference (required) |
| Before → after | Reimagines an existing space from a photo, keeping the shell and changing what you describe. | A photo to edit (required) |
| Designer's sketch | A loose hand-drawn perspective in ink and marker, from words or over your model view. | Your description, or a reference |
| Material board | An overhead flat lay of physical finish samples, the palette you would pin up for a client. | Your description, or a reference |
| Cutaway room | A dollhouse-style isometric cutaway that shows the whole room and how it is furnished and used. | Your description |
Render my model turns a plain Rhino view of your room into a finished interior, keeping every wall, window and opening where it is. Before → after edits a photo of the existing space and changes only what you describe. Material board lays the palette out as physical samples.
Choices
| Choice | Options |
|---|---|
| Design language | Contemporary · Scandinavian · Japandi · Mid-century · Industrial · Warm brutalist · Biophilic · Maximalist · Minimalist · Regional vernacular |
| Material palette | From the language · Pale timber · Warm timber · Stone and terrazzo · Concrete and plaster · Limewash and textiles · Dark and rich · Metal and glass |
| Light | Morning daylight · Overcast · Golden hour · Evening, lamps on · Night |
| Camera | Eye level, one-point · Eye level, two-point · Wide · Detail · Match my image (with a reference) |
| People and use | Empty · Lived-in · Busy |
Swapping the Material palette and the Light while keeping the rest is the fastest way to compare options. Material boards ignore the camera and people; cutaways ignore the camera.
Starting from your model
A plain Rhino view of the room (Shaded or Arctic, grid off) to render your model, or a photo of the existing space to edit it.
Start the description with the space, then the two or three things that define it. For Render my model, describe what the model can't show (furnishing, textiles, fixtures), not the walls. For Before → after, say what changes and what must stay. The studio offers starter descriptions for common spaces, from a kitchen to a clinic waiting area.
Try these
- Interior photograph · Japandi · Pale timber · Golden hour: "a compact living room with a low sofa facing a window seat and built-in shelves along one wall"
- Render my model · Warm timber · Evening, lamps on with a room capture: "oak floor, a linen sofa, a long dining table under two pendants, curtains at the tall windows"
- Before → after · Morning daylight with a photo: "paint the walls warm limewash and replace the carpet with oak boards; keep the windows, the fireplace and the ceiling"
- Material board · Mid-century: "a neighbourhood café: counter front, floor, wall panelling and banquette seating"
Keep in mind
- Light is imagined: a daylit image is not a daylight study.
- Materials and objects are looks, not a specification or a product schedule.
- Dimensions and clearances can't be read from it, and a render of your model can still move a wall or a window.
- An edited photo is a proposal, not the existing space: keep the original next to it.