Launching today

Ctruh Studio
Create interactive 3D and XR experiences without coding
780 followers
Create interactive 3D and XR experiences without coding
780 followers
Ctruh Studio is an AI-powered no-code platform that lets anyone create, customise and publish interactive 3D experiences for websites. Generate 3D assets with AI, build immersive product showcases, virtual stores, configurators and AR experiences directly in your browser.









Ctruh Studio
@sharun_kanan honestly, today feels surreal.
Most of us joined because we believed the browser could do what apps and headsets were promising, without the friction. Watching 3.6 years of engine work turn into something anyone can open from a single link never gets old.
What I'd tell the PH community: don't take our word for it, click into one of the live experiences and try rotating, configuring, trying on. The "wait, this is running in my browser?" moment is the whole product.
Ctruh Studio
@jayant_siktia Couldn't have put it better, Jayant. That "wait, this is running in my browser?" moment is exactly the thing we bet 3.6 years on, and it's the one thing a screenshot or a description can never capture.
So to anyone reading this: Jayant's right, don't take our word for it. Open one of the live experiences, rotate something, swap a few configurations, try it on. It takes about two minutes with the free launch credits, and that's the moment the whole thing clicks. Then come tell us what surprised you, good or bad.
Inventory
@sharun_kanan Congratulations on the launch, this is an excellent product.
Ctruh Studio
@xshahneil Thank you for the kind words! Looking for ward to any feedback that you can pass along as well!
The spec I'd put on the page is mesh weight, not render quality. A configurator that takes 8 seconds on mobile 4G converts worse than the flat photo it replaced, so the number that matters is poly count and texture size after your optimizer runs, not what VersaAI generates before it. If you're already holding a per-product budget, say it loudly. That's the line that decides whether a brand ships this or shelves it after the pilot.
Ctruh Studio
@asadmalik901 This is the most useful comment on the page, and you're completely right. Render quality is table stakes now; delivered mesh weight after optimization is the number that actually decides whether a brand ships or shelves it. A gorgeous asset that takes 8 seconds on 4G loses to the flat photo every time.
For what it's worth, that's exactly why the pipeline auto-optimizes what VersaAI generates rather than serving raw, decimation, texture compression, and LODs before anything hits a shopper's device. The generated poly count matters far less than what actually streams.
But you've called out something real: we talk about that on the engineering side and don't say it loudly enough on the marketing side. The per-product performance budget is exactly the line a serious brand cares about, and we should be leading with it. Genuinely grateful, this is the kind of feedback that changes how we position the whole thing.
@sharun_kanan Worth reading this next to your reply to William further down. You told me the pipeline already decimates and compresses before anything reaches a device, and you told him device-appropriate streaming isn't in the public build yet. Both can be true at once, but a brand evaluating today can't tell which one applies to the thing they're testing, and that's exactly the sentence they go looking for. I'd publish the number the current build actually delivers, even if next week's is better.
What stood out to me was the material editor. I run a ceramics shop and getting realistic glaze textures on 3D models used to require outside software. Now I adjust roughness and reflectivity directly in the platform and the results are close enough to real photos that customers stopped asking for extra images.
Ctruh Studio
@puja_sharma13 Puja, this genuinely made our morning. "Customers stopped asking for extra images" is the exact outcome we hoped the material editor would unlock, that's the whole point of getting roughness and reflectivity right in-platform instead of round-tripping through other software.
Ceramics is honestly one of the harder cases too, glaze has that subtle depth and sheen that's tough to fake, so hearing it holds up against real photos means a lot.
If you ever hit a texture or finish that doesn't translate well, I'd love to hear about it, edge cases like yours are exactly what push the material engine forward. And thank you for sharing something this specific; it helps other makers here picture what's actually possible.
Smart bet going browser-native. The thing I'd want to know as someone who builds for the web: what does dropping a Studio experience onto a product page do to its Core Web Vitals? Product pages have to rank and convert, and heavy WebGL/JS can quietly wreck LCP/INP even after you've optimized the mesh. Do you lazy-load it below the fold, ship a 2D fallback for crawlers and no-WebGL devices, and keep it off the main thread on first paint? "Immersive without tanking your SEO" might matter to a serious brand as much as the try-on itself.
Ctruh Studio
@greigsb This is honestly the best question in the thread. It's the exact problem that made us build Verse Engine from scratch instead of wrapping Three.js or Babylon, so happy to go deep here.
Our rule is simple: 3D never touches the critical rendering path. Ever. We treat the product page as sacred. It loads as a normal 2D page first, the LCP element is a plain img with fetchpriority=high, and our canvas isn't allowed to compete for it. The engine and assets sit in a lazy chunk behind IntersectionObserver and idle callbacks. Until the user scrolls to it or taps it, nothing 3D is even requested. So LCP is whatever the brand's page already scores. We didn't want to be in the business of explaining to a merchant why their ranking dropped after installing us.
INP is the harder one, you're right. Naive WebGL integrations die there. We keep the heavy stuff off the main thread entirely: worker-based rendering, WASM decode for Draco/Meshopt/KTX2, WebGPU compute where the browser supports it, WebGL2 where it doesn't. GPU uploads are chunked with frame yields so hydration doesn't create long tasks.
The piece I'm most proud of is our Sequential Virtual Texturing technique. Textures never load as one big file. They're tiled across mip levels and the engine figures out per frame which tiles the viewport actually needs, at what resolution. Close surfaces pull high-res tiles, far ones pull low. Indirection map, LRU tile cache, predictive prefetch when the camera moves. A product with hundreds of MB of texture data streams in kilobyte-sized chunks, so there's no giant decode for INP to choke on. This one took us way longer to get right than I'd like to admit.
Crawlers and no-WebGL devices get the page as static HTML product images, copy, JSON-LD schema, all of it with the 3D as an enhancement layer on top. The ladder runs WebGPU then WebGL2 -> static imagery with the same DOM semantics and alt text at every rung, so Googlebot indexes the same page a five-year-old Android sees. And the container reserves its aspect ratio before anything mounts, so CLS doesn't move.
One thing nobody asks about but everyone feels is the second visit. Our other patent covers versioned asset caching. A service worker checks whether each cached asset actually changed, per scene and per texture, before touching the network. An unchanged normal map doesn't get refetched because a material somewhere else was updated. Repeat views cost near zero bandwidth. And repeat visits are where conversion actually happens, so that's not a nice to have for us.
So yes "immersive without tanking your SEO" isn't a feature we added, it's basically the thesis. VersaAI turns the product photos brands already have into 3D, the engine renders it off the main thread, and the streaming + caching layer delivers it. A 3D storefront that costs a brand its ranking is a demo, not infrastructure.
We built for the second thing.
I'm curious how it handles file size optimization for mobile users. Rich 3D experiences often load slowly on phones. If you've solved that, it's a real edge over competitors.
Ctruh Studio
@billy_boy Great question, and it's the one that separates a demo from something a brand will actually ship. A rich experience that takes 8 seconds on 4G loses to the flat photo it replaced, so we treat mobile load as make-or-break.
Straight answer: the optimization for this is built and working, device-appropriate streaming so a phone pulls a lighter version than desktop, but it's not in the public build just yet. It's part of the upgrades rolling out over the next few days. So today's public version is the right place to judge the creation experience; the full mobile performance story lands very shortly.
I'd genuinely love your eyes on the we version. Once the mobile optimised version is live, you clearly know exactly what "good" looks like here, and that's the feedback that'll sharpen it fastest. Happy to ping you when it drops if you're up for it.
Anyone found a good workflow for batch editing multiple product variants at once? Doing them one by one is slow.
Ctruh Studio
@ado_audu You've pinpointed exactly what's next on our list, Michael. Right now batch editing across variants is one-by-one, which, you're right, gets slow the moment you're working at any real scale. It's genuinely a gap today.
The good news: bulk/batch variant editing is already on our roadmap for our next release, precisely because this friction kept coming up. So you're not missing a hidden setting, it's actively being built.
Would help us a lot if you'd tell me more about your case, how many variants you're typically working across, and what you're changing (materials, colors, dimensions)? That detail directly shapes how we design it. And if you're open to it, happy to ping you when it ships so you can put it through its paces.
EverTutor AI
Big congrats to the whole team
Really love how you are making immersive shopping far easier for everyone
Wishing you a huge launch day and plenty of momentum
What has been the biggest surprise from early users so far
Ctruh Studio
@suryansh_tiwari2 Thank you, Suryansh, means a lot coming from a fellow maker 🙏
Honest answer on the biggest surprise: how fast non-technical users have jumped in. We built this to remove the specialist barrier, but I half-expected people to still approach it cautiously. Instead, someone earlier today (runs a ceramics shop) told us the material editor got her glaze textures close enough to real photos that her customers stopped asking for extra images. Another was surprised the AI handled organic shapes, "my plant models actually look like plants." Those aren't the easy cases, so seeing regular users push it there on day one has been the happy surprise.
The other one: how much people care about the "start from photos you already have" part. We thought the wow was the 3D; turns out the relief is not having to create assets from scratch.
How's it going on your side, EverTutor's a great space to be building in. Rooting for you too!