Changelog

What’s new in Mixos

Mixos ships continuously. Here’s a running log of what’s changed.

New

Mold is free for everyone

  • Sculpting is no longer a paid perk. Mold opens on any Mixos account — every brush, every subdivision level, dynamic topology, voxel and quad remeshing, masking, symmetry, multi-object scenes, and rigging — with no time limit and no watermark on your work.
  • Send to Studio stays free too, so a sculpt can go all the way from blockout to textured without a subscription.
  • Exporting the mesh — GLB, OBJ, or STL — is the paid step, on Pro, Max, and Team. It's the same line the rest of Mixos draws: make anything for free, pay when you need the file.
New

Node materials: build a surface from a graph

  • A node editor now opens over the workspace: wire generators, filters, and blends together and the graph authors a layer's channels — the node way of building a material, without leaving Studio. Add a Node Material from the + menu, or pick Edit as Nodes on a material layer you already have.
  • Around thirty nodes to start — noise and gradient generators, blur, levels, curves, hue/saturation, warps and mirrors, blend and height blend, normal-map tools, channel split and combine, and plain math — plus your mesh's own bakes (ambient occlusion, curvature, cavity, edge wear, slope) as inputs, so a graph can respond to the model it's sitting on.
  • It stays live while you work: the preview refines as you drag a slider, settles to full resolution when you stop, and every node runs on the GPU.
  • Publish the few knobs that matter — scale, wear amount, a color — as variables on the material: name them, group them into sections, set their order and narrow their range, and they appear on the layer's own panel, so a finished material can be retuned later without reopening the graph. Save any layer as a reusable material with its recipe kept (it reopens editable) or dropped (it ships as flat maps).
  • What comes out is an ordinary layer: masks, blend modes, height blend, per-part stacks, and export all work on it exactly as before. Node materials are free, on every account.
New

Emissive, opacity, and transmission channels

  • Three new channels join base color, normal, height, roughness, and metallic. They're switched on per layer, so a project only carries — and only exports — what it actually uses.
  • Emissive makes a surface glow on its own. Paint it, or set one flat color for the whole layer, and stack it with Add or Screen like any other blend.
  • Opacity cuts holes: leaves, grates, chain-link, torn edges. Exporting to glTF or GLB packs it into the base color's alpha, where the format expects to find it.
  • Transmission carries light through glass and thin leaves. It shows in the Ray preview and travels with your exported map set — the fast raster viewport doesn't render it, so the per-part Glass toggle is still what previews live.
  • Importing a texture set picks all three up from the filenames — emissive, emission, opacity, alpha, transmission, and the usual variants — the same way base color and roughness already worked.
Fixed

Steadier opens

  • Opening a model that needs its UVs unwrapped now shows real progress instead of an unexplained wait.
  • Fixed the intermittent black viewport — the 3D view could come up empty, with no error, on any of the apps.
  • Bake settings lost their advanced panel: the maps bake at the settings that were right anyway, with one less screen between you and the result.
New

Mold: sculpt in the browser

  • Mixos is now four apps — Mold joins Studio, Blend, and Auto. Push, pull, smooth, pinch, and crease a mesh on the GPU, with multiresolution subdivision, dynamic topology, and voxel or quad remeshing when the surface needs fresh topology.
  • Build a scene, not one blob: multiple objects, primitives to start from, mirror and radial symmetry, masking, decimate, per-object materials, matcaps and cavity shading, and reference images pinned per view.
  • Rig it in place — set bones on the sculpt, bind, pose, and refine the result by painting weights.
  • Send to Studio hands the sculpt straight to the texture painter, and re-sending updates that same project instead of piling up copies.
  • It runs on iPad and phones with a touch-first layout and Apple Pencil pressure. Mold is in early access, included with Pro, Max, and Team.
New

Mixos on your phone and iPad

  • The Studio editor now opens on phones and iPads — pick a material and paint right from your pocket. It's rebuilt for touch, with a bottom dock and slide-up panels in place of the desktop side rails.
  • Paint with one finger and rotate or zoom the model with two — direct and physical, no tool juggling.
  • It loads faster: the 3D viewport and its GPU engine warm up while the workspace opens, heavy panels load only when you tap into them, and the huge material catalog streams in a screen at a time so browsing never stalls.
  • Tuned to stay well within a phone's memory so long sessions stay stable, with menus that open and scroll smoothly instead of stuttering.
  • Desktop is still where the finest mouse-precise work happens — a light in-app note points you there — but the whole editor now travels with you.
New

Path-traced preview: see your material in true light

  • A new Ray toggle in the viewport switches to a progressive path-traced render of the current view — real bounced light, soft shadows, and glossy reflections on the exact material you're editing, no export needed.
  • It refines in place: the image sharpens as samples accumulate, and any camera move restarts it instantly. Pick Fast, Balanced, or High quality to match your GPU.
  • Optional depth of field with a physical thin-lens camera — set the f-stop and focus for product-shot style close-ups.
  • Painting metallic without a roughness map now reads as polished metal, and switching roughness on later keeps that look — the polish is baked into the new channel instead of snapping away.
New

Live Link: paint straight into Blender, Cinema 4D & Unreal

  • The desktop app now streams your material into Blender, Cinema 4D, or Unreal while you paint — a Live Link button sits right in the toolbar, and Auto Sync re-sends whenever the material changes.
  • Setup is one click: the app finds your Blender or Cinema 4D install and drops the plugin in place — restart the DCC and the link connects itself. (Cinema 4D users installing by hand get a one-file installer that runs from the Script Manager.)
  • Blender is fully two-way: press Send to Mixos in Blender's sidebar to texture a model here, and your maps land back on the same object.
  • Built-in primitives now arrive in your DCC with the exact UVs the maps were painted on — no more flipped textures on spheres and cubes.
New

Clone tool

  • A clone stamp for textures: Alt-click a source point on the mesh and paint — pixels copy from there, following the surface. Press S to pick up the tool.
  • It copies the full material, not just color: roughness, metallic, and height come across from the source too, with per-channel toggles for what the stamp carries.
  • Great for erasing seams, logos, and scan artifacts, or repeating detail across a surface without retiling.
Improved

Faster bakes, smoother strokes

  • The heavy bakes — ambient occlusion, curvature, and edge wear — now spread across every core on your machine instead of grinding through one at a time.
  • Brush strokes hold on to the composited result underneath the layer you're painting, so deep layer stacks stay responsive mid-stroke.
  • Fixed the stall at the end of a paint stroke: saving the stroke now waits for a pause in what you're doing instead of landing mid-orbit.
New

Mixos for Mac

  • Mixos is now a native Mac app — the same live editor, without the browser's ceilings. Bakes use every core, caches can run to gigabytes, and height-map inference runs on the Neural Engine at around 7× the in-browser speed on Apple Silicon.
  • It works offline: keep painting with no connection, and optionally download the whole material and model catalog so browsing assets never waits on the network. Projects sync back to your cloud library once you're online again.
  • The app updates itself in the background, and one account covers both — your projects, credits, and libraries are the same in the app and in any browser.
  • Head to the Download page to install it. A Windows build is coming soon.
Improved

Blend modes on paint layers, and a real base color

  • Paint layers now get the same blend-mode control as material and decal layers, and the mode list grows from 4 to 14 — Darken, Lighten, Add, Subtract, Difference, Exclusion, Color Dodge, Color Burn, Soft Light, and Hard Light join the originals.
  • Base color now sets the actual albedo rather than just tinting the viewport clay — pick a color and it composites and exports like any other base.
  • Flip normals per object, for imported meshes that arrive inside-out and render dark or see-through.
  • Importing a model now shows real progress while its embedded textures load, instead of sitting at 100% until they're done.
Improved

Drag and drop, everywhere you'd reach for it

  • Drop a library material or mask straight onto a specific layer row, instead of onto the viewport and hoping the right layer was selected.
  • Drop image files directly onto a channel slot — base color, normal, roughness — or onto the mask panel to become the mask.
  • Drag an HDRI onto the viewport to light the scene, and reorder Blend's layer rows by dragging, the same as the main layer stack.
New

Decals: drop a logo onto the surface

  • Place an image — a logo, label, sticker, or a bit of text — straight onto the model, and it projects onto the surface, wrapping to the geometry instead of floating over it.
  • Position, rotate, and scale it live in the viewport. It bakes into the exported map set like everything else, so the decal travels with the material.
  • Dragging a decal around now stays smooth on dense meshes — it previews as you move and settles to a crisp result the moment you let go.
New

Community library

  • AI generations from free accounts now publish anonymously to a shared Community library — materials, textures, decals, and weathering masks that everyone can browse and apply without spending credits.
  • Nothing identifying travels with them: no account, no prompt.
  • Generations on Pro and Max stay private — private generations are now part of the paid plans.
New

Three apps, one studio

  • Mixos is now a suite of three apps: Studio (the full 3D texture-painting editor), Blend (the material mixer), and Auto (AI auto-texture) — each with its own home, sharing one document format.
  • To make room for the Studio app, the top plan formerly called Studio is now Max. Same price, same credits, same features — only the name changed.
New

Smart masks, generated from the mesh

  • New mask generators read the geometry itself — ambient occlusion settling into crevices, curvature riding the edges, and a top-down gradient — so wear and dirt land where they naturally would, without hand-painting.
  • A gradient-ramp editor shapes any of them into exactly the falloff you want: drag stops to run rust along an edge or push grime into the cracks, then feed the result straight into a layer's mask.
  • Drop a mask from the library onto a layer to blend two materials by shape, no manual selection needed.
New

Export plans now in effect

  • The beta's free full-resolution export has wrapped up. Free accounts now export a 512px, watermarked preview — enough to check how a material reads.
  • Full-resolution (4K), watermark-free PBR map sets are part of Pro and Studio.
  • The full editor — paint, mask, bake, and live preview — stays free forever.
New

Paint in 2D, side by side with 3D

  • A new 2D view flattens your model into its UV layout and lets you paint straight onto it — perfect for the precise edges, text, and seam cleanup that are fiddly on the curved 3D surface.
  • Work split-screen: paint in either view and the other updates live, so you can rough a stroke in 3D and refine it flat, or the other way around.
  • Masks paint in 2D too — the same brushes and the same layer stack, with no separate mode to learn.
New

Team plans

  • Mixos now has team plans: add seats for your studio and bill them together, with everyone working under one subscription.
  • Credits are pooled — the whole team draws AI generations from a single shared allowance instead of juggling separate per-person limits.
  • Share one library across the team, so materials, models, and projects live in a place everyone can reach.
New

Bring your own 3D models

  • Drop a .glb or .gltf onto the viewport and texture it like any built-in model — your mesh, your UVs, painted and baked right here.
  • Models that arrive already textured come in as editable layers, split per part, so you can keep the original look and paint over it or peel it back a channel at a time.
  • Compressed geometry is handled natively — Draco and meshopt meshes decode on load, so scans and game assets import without a converter.
  • Very heavy meshes get an optional one-click optimize on import, so a multi-million-triangle model still paints smoothly.
New

Height Blend for stacked materials

  • Switch on Height Blend for a material layer and it interlocks with the layer below by their height maps — the taller material shows, the lower one settles into its low spots (gravel into sand, worn paint breaking along edges).
  • Contrast sets how sharp the seam is; Opacity stays a separate, overall fade.
  • Works at any opacity, on any material layer with a height map stacked over another.
New

Mixos is in beta — full-res export is free

  • Mixos is now in public beta.
  • For the beta, full-resolution (4K), watermark-free PBR map export is free for everyone — no subscription needed.
  • AI generation still runs on credits; Pro and Studio raise your monthly allowance.
New

Free browser tools for PBR maps

  • A set of free, no-signup tools that run entirely in your browser: make a texture seamless, generate a normal map from a photo, and check any tile for visible repeats.
  • Pack and unpack texture channels, preview a full PBR set on a lit sphere, flip a normal map's green channel, and turn a single image into a starter material.
  • Nothing uploads — every tool processes on your own machine, so it's instant and your images never leave the page.
New

Plans, pricing, and cloud projects

  • Introduced Free, Pro, and Studio plans — the full editor stays free forever.
  • Pro and Studio unlock 4K export, more AI credits, higher-resolution material generation, and cloud storage.
  • Sign in with Google or an emailed link to sync projects across devices.
New

One-click Auto-Texture

  • Auto-Texture analyzes your mesh and applies a complete, editable PBR look in a single click.
  • Every result lands as real layers and masks, so you can keep painting from there.
New

AI material generation

  • Turn a text prompt into a tileable PBR material — base color, normal, roughness, and more.
  • Generated materials drop straight into the layer stack alongside the library.
New

Free CC0 texture library

  • Browse and use a growing library of free, commercially usable PBR materials.
  • Filter by category — bricks, wood, stone, metal, fabric, and more.
Improved

Faster WebGPU viewport

  • Reworked the render path for smoother 60fps painting on large meshes.
  • Lower memory use when working with 4K texture sets.