Roadmap
What we are planning to build next.
June 2026
Materials converting improvements, queue for processing
July 2026
3dsmax-less conversion
October 2026
Server infrastructure optimization. We are expanding the worker fleet and moving the heaviest conversion stages onto dedicated nodes, so the queue no longer depends on a single machine and a busy hour stops turning into waiting time. Faster data exchange. Scene upload and download are being rebuilt — resumable transfers, parallel streams and compression on the fly — so multi-gigabyte archives reach NodeFlow Platform, and come back, noticeably faster.
December 2026
Reverse conversion: Blender → 3ds Max. A finished Blender scene will travel back into 3ds Max together with its materials, with the target renderer of your choice — Corona Renderer or V-Ray. The pipeline becomes two-way: model and light in Blender, hand the project over in the format the studio expects.
February 2027
Simple object animation from 3ds Max to Blender. Along with geometry and materials, object transform keys — position, rotation and scale — will come across as well, so an animated scene moves to Blender without rebuilding its timeline by hand.
April 2027
Conversion to Unreal Engine. Scenes and materials from 3ds Max and Blender will be prepared for Unreal Engine directly: shaders translated into engine materials, textures and geometry packed ready for import — no manual rebuild of the scene for real time.
June 2027
Conversion to Unity 3D. The same route for Unity: materials become engine shaders and the scene arrives ready to assemble, so visualization, VR and interactive work draw on the same source data as the production render.