Video models

LTX API adds HDR, alpha mattes, reframing and 4K/8K upscaling

Lightricks has put four VFX tools from its open LTX video model on the LTX API: SDR to HDR, Alpha Gen mattes, Reframe and Upscale. They work on filmed footage as well as generated clips.

· Announced 10 November 2026 · By

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A dandelion seed head shown beside its alpha matte on a transparency grid, with the fine seed hairs preserved
Image: Lightricks (LTX blog)

On 10 November Lightricks added four VFX capabilities to the LTX API. They were announced as open-model tools in late October; this release makes them available as hosted endpoints.

The pitch is footage that survives a real post-production pipeline: keyed, graded and delivered, rather than only generated and posted.

What is in the release

  • SDR to HDR. Recovers dynamic range from standard footage and returns 16-bit scene-linear EXR in ACEScg, plus an HLG preview for review. LTX says it works with filmed footage and generated clips.
  • Alpha Gen. Generates frame-matched alpha mattes at up to 4K, keeping fine detail such as hair and motion blur. The image above, from LTX’s own post, shows the idea: a dandelion beside its matte.
  • Reframe. Adapts one shot to 1:1, 4:5, 5:4, 9:16 or 16:9 by generating content beyond the original frame, so one master can serve several platforms.
  • Upscale. Raises footage to 4K or 8K, keeping the aspect ratio, audio and frame rate.

Where it fits

The LTX API already covers text-to-video, image-to-video, audio-to-video, retake and extend, with synchronised audio, up to 4K and 20 seconds per request. These new tools sit after generation: they take a clip, from any source, and make it usable in a compositing or grading tool. The underlying model is open, so teams that prefer to run it themselves can still do so.

LTX’s release note does not give per-tool prices or limits; they are on its API pricing page, which we have not checked here.

Our take

Generated video has been easy to make and awkward to use. A clip with no matte cannot be layered over a background, and a 16:9 render does not fit a vertical feed. Alpha, HDR and reframing are the unglamorous steps that decide whether a generated shot can enter a normal pipeline.

For anyone building interactive film or in-game cutscenes, the matte matters most. A character with a clean alpha channel can sit on top of an engine-rendered scene, which is how generated footage and real-time worlds end up in the same frame.


Sources

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