Features

Everything it does.

Tequila follows the workflow of a commercial product renderer: model in, materials on, lights up, picture out. Here is all of it.

Import

Bring in what your CAD or 3D software makes, at full size, with its structure intact.

The Scene tab listing the headphones part by part
The Scene tab: a model arrives part by part, by name, ready for materials.
An orange 3D-printed helmet holder on a teal wall, its triangle thrown across the wall as a long shadow
A helmet holder designed in Fusion and brought in as an STL: orange PLA on a teal wall, one low, hard light throwing its triangle across the wall.
  • CAD: STEP through OpenCASCADE and IGES, with assemblies, names, colours, units, attributes and layers. Show or hide a layer at once.
  • 3D: glTF and GLB, FBX, OBJ (with ZBrush polypaint), STL, 3MF, PLY, USD (.usda, .usdc, .usdz) and IFC building models.
  • Rhino: .3dm files from Rhino 5 to 8, with their layers as the scene tree, materials and textures, polysurfaces, SubD and blocks.
  • Blender: .blend files, read by the Blender on your computer: modifiers applied, collections as the scene tree, instances, cameras, and materials node for node, procedural textures and packed images included. Light it with Blender's own lights and world, at Blender's brightness, or keep Tequila's studio: Tequila asks.
  • Very large models. Re-tessellate a CAD part finer or coarser, and re-import a changed model without losing your materials, labels or names.
  • Live from other apps: send models from Blender (live), SolidWorks and ZBrush.
  • KeyShot scenes: open .ksp and .bip files with their parts, materials, labels, environments, cameras and model sets.

Materials

Twenty-four material balls from Tequila's library
Some of the library, each ball rendered in Tequila.
The palma P8 handheld in clear lime plastic, its boards and buttons seen through the shell
Clear lime polycarbonate, tinted by how much plastic the light crosses: the boards, chips and screws inside show through it. The palma P8, a handheld made for Tequila.
Close on the palma P8's screen, with a faint fingerprint on its glass
Close on the glass: very faint smudges, a fingerprint and specks of dust, drawn by procedural nodes in the material's roughness, so they show only where the glass catches the light.
Six helmet holders in different 3D-print filament colours
The library's 3D-print material in six colours on the same part: white, yellow, red, green, blue and black.
Close-up of a navy 3D-printed part, its layer lines wrapping a rounded end
Close on the rounded end: the print's layers wrap the curve, stacked through the part's thickness, as it prints lying flat.
  • A library of over 300 procedural materials: plastics with mould textures, anodised, brushed and polished metals, car paint with flakes, glass, gems, liquids with bubbles, wood, stone, leather, ceramics, fabrics and 3D-print filaments.
  • Real fibres: a material's Fuzz grows fibres for felt, velvet, fur and tennis-ball fuzz, a texture colours each fibre where it grows, and both renderers draw them.
  • Suedes and footwear: roughout and fine suedes, Faux Fur Camel, jersey lining, nylon taffeta, outsole rubber, laces, bonded thread and webbing.
  • Adobe Substance materials (.sbsar, .sbs) with their settings; with Adobe's Substance tools installed, the textures render again as you change them.
  • A node editor for your own materials, with procedural patterns, and recipes that an AI app can write for you.
  • Labels and decals, placed and sized in millimetres.
  • Texture packs turned into materials in one go, and KeyShot material packages (.kmp).
  • Colourways and variants, and multi-materials to switch between.
  • Texture formats: PNG, JPEG, EXR, HDR, TGA, WebP, TIFF, BMP, SVG, GIF, DDS, JPEG XL and Photoshop files.
The material node editor, with noise textures feeding a leather grain
The node editor: the headphones' leather grain, made from noise, with its preview beside it.

Lighting

The same perfume bottle under three lighting setups: warm rims, a cold top light, and a white sweep
One bottle, three studios. Only the lights changed: warm rims with a glow through the liquid, a hard top light with cold rims, and a white sweep.
  • HDRI environments, and an HDRI editor with pins for placing highlights.
  • Sun and sky, and area, spot, point and IES lights.
  • Light groups you can rebalance after the render is done.
  • Studios: lighting, camera and look saved by name, and a set of views to render in one go.
  • Floors: shadow catchers, contact shadows, and mirror reflections of the product alone.
  • Caustics off, by photons, or by working out each lamp's path through smooth glass.
The headphones in the Soft Studio preset, on a grey seamless floor
Soft Studio, the studio preset that comes with Tequila: three softboxes and a seamless floor, put on any product in one step.
The Environment tab, with the HDRI editor and its light pins
The Environment tab: the HDRI editor, with the headphones' lights as pins on it, and the background and floor below.

Rendering

The palma P8 handheld in clear lime plastic, glowing against a dark set
Rendered with Cycles on the graphics card: light carried round the clear shell, the boards inside it, and the screen's own glow.
  • Two renderers. Cycles, Blender's production path tracer, on NVIDIA and AMD graphics cards (every card at once) or the processor. And Tequila's own path tracer, which renders on any computer.
  • The viewport renders the final picture live, denoised as it goes, with Wireframe, Solid and Material Preview views beside it.
  • Spectral rendering in Tequila's own renderer, for the fire in gems and dispersive glass.
  • A render queue, region renders, render layers and passes, Cryptomatte, and EXR, PNG and JPEG output.
  • Batch renders of every configuration of a product, named by its choices.
  • Network rendering across the computers in the room.
  • Render wireframe: the model's edges drawn at any size in a second or two, as a technical drawing or a line drawing.
A line drawing of the headphones made by Render wireframe
Render wireframe: the headphones as a line drawing, in a second or two.
The Lighting tab with its presets
The Lighting tab: how light travels, from Performance to Jewelry, or Custom.

UV editor and labels

The UV editor
The UV editor: a part's islands, the rulers, and the tools beside them.
  • Unwrap a part in a click; faces come apart at sharp edges, and curved surfaces in a few even pieces.
  • Labels: drag, scale and turn them, fit them to a face, or set their width in millimetres.
  • A workspace: snapping, rulers, guides saved with each part, a grid, a measure tool, a Transform panel, Align, and layers with locking.
  • Islands: move, turn, scale and flip; cut and stitch seams; pin and lay out flat again; pack, straighten and even out the size.
  • Shape tools: least-stretch unwrap, straight lines, grids, rectangles and circles, relax, weld, and cut by angle.
  • Symmetry and arranging: make one side mirror the other, a 2D cursor, sort, stack repeated pieces, and lay islands out as the part looks.
  • See it on the part: texel density, a stretch heatmap, a checker in the viewport, and padding at a texture size. Export the layout as SVG or PNG.
The Material tab for a selected cushion, with its labels and values
The Material tab for a selected part: its material, its labels, and every value, with the move gizmo on the part.

Camera and look

A row of material balls, the second sharp and the rest falling out of focus
Depth of field at f/3.5, focused on the velvet ball.
  • A photographic camera with focal length, depth of field, lens shift and orthographic views. Several cameras per scene.
  • AgX, ACES and PBR Neutral tone mapping, with exposure and white balance.
  • ACES colour end to end through OpenColorIO, with every ACES 1.3 output transform and the common camera log curves.

Sharing

This one is live. Tequila's web export of the helmet holder, as it wrote it: drag to turn it, pick a filament, or press Photo for each colour's path-traced render. About 1 MB, with no library and nothing fetched. Open it on its own.
Six frames of the helmet holder turning
Six frames of a turntable. The spin viewer turns them as you drag.
  • Web export: a page with the product in live 3D, or pre-rendered.
  • AR: export a USDZ that an iPhone, iPad or Apple Vision Pro opens in AR, at real size, standing on the ground.
  • A spin viewer, and glTF and USD export.
  • Presentation mode, full screen.
  • Cutaways and measurements, model sets and a configurator.
The configurator in the Studios tab, with six filament choicesPresentation mode, full screen, with the colour picker
Making the page above: the configurator in the Studios tab, and the same picker full screen in presentation mode.

Scripting and AI

The Connect an AI window, listing AI apps that can drive Tequila
Connect an AI: each AI app on the computer, one click away.
  • Connect an AI app in one click: Claude, Cursor, VS Code (GitHub Copilot), Codex, Gemini CLI, Windsurf, LM Studio, or any other app that speaks MCP. It can set up materials, lighting and renders, make materials from a description, and write plugins.
  • A built-in Assistant for OpenAI, Claude, Gemini, OpenRouter, Mistral, DeepSeek, xAI, Groq or a local model.
  • Python scripting and plugins, a command-line renderer, and a Blender live link.
  • A 3Dconnexion SpaceMouse to turn, pan and zoom the view.
  • Every edit is an undoable command with a name, so scripts and AI apps can do anything the buttons do. See Scripting.

Platforms

  • Windows 10 or 11, 64-bit.
  • Mac with Apple silicon, and Intel Macs on macOS 12 or newer (with Tequila's own renderer).
  • Linux, 64-bit, glibc 2.35 or newer.
  • Test this computer (Help menu) renders with every engine and graphics card it finds and gives a short report to share.
  • NVIDIA (GTX 900 series or newer) and AMD (RX 5000 series or newer) cards render with Cycles; any other computer renders on the processor.

Beyond turntables, animation isn't part of Tequila yet; it's on the Roadmap.

Download Tequila