Comparison

Ultramock vs Shots.so

A side-by-side of Ultramock and Shots.so covering 3D rendering, photorealism, camera control, keyframe animation, video export, platforms and price. Which browser mockup tool to pick, and when.

The short answer

Both make device mockups in the browser, and they aim at different jobs.

Shots.so is built for speed: pick a frame, pick a background, download a good-looking screenshot in under a minute. Ultramock is built for control: it renders your screen inside real 3D device geometry in a lit environment, with image-based lighting, cast shadows, depth of field and film grain computed live in WebGL, and it can keyframe a camera move and export it as MP4 video. If you want one good screenshot fast, Shots.so is the shorter path. If you want a shot that looks photographed, or a launch clip rather than a still, Ultramock is the one that goes that far.

At a glance

Shots.so’s column was last checked on against shots.so. Products ship. If something here is out of date, tell us and we will correct it.

The output

The most realistic mockups you can make.

Every Ultramock shot is a real 3D render: physically-based lighting, glass and metal that pick up the room, a soft shadow on the floor and focus that falls away behind the device. That is the difference between a screenshot that was framed and one that looks photographed, and it is the first thing you see with a Shots.so frame next to it.

  • Real 3D device geometry
  • Physically-based lighting
  • Cast shadows
  • True depth of field
  • ACES filmic tone mapping

Where each one wins

Ultramock

  • Real 3D device geometry lit by a physically-based scene, not a device image with a perspective transform applied to it.
  • Image-based lighting, cast shadows and ACES filmic tone mapping, so glass and metal pick up the environment the way they do on camera.
  • Layered depth of field with a movable focus point, tilt-shift and directional blur modes, plus bloom, grain and vignette, all live.
  • A keyframe timeline: set camera poses over time, ease between them, and export the move as MP4 at up to 60fps with motion blur.
  • Everything runs in the browser on any OS, with no install and no account needed to start.
Best for

You want the shot to look photographed, with real lighting and real focus falloff, or you need an animated video rather than a still.

Shots.so

  • Very fast to a good result, since the preset library does most of the work, and there is almost nothing to learn.
  • A large catalogue of ready-made backgrounds and frame styles, which is the bulk of the job for social posts and simple store shots.
  • Well-suited to batches of similar screenshots where consistency matters more than any individual frame.
Best for

You want one clean, on-brand screenshot in the next two minutes and do not need it to look like a camera took it.

Feature by feature

Ultramock compared with Shots.so, feature by feature
FeatureUltramockShots.so
Rendering
Real 3D device modelsYes. YesiPhone, iPad Pro, MacBook Pro and Pro Display XDR as actual geometry, lit in the scenePartly. Partly3D device presentation, but not a lit PBR scene
Image-based lightingYes. Yeslive-baked environment map, so chrome and glass reflect the sceneNo. Nolighting is part of the preset, not computed
Cast shadowsYes. Yessoft-filtered shadow map, with the device clamped to the floorNo. Noshadows are baked into the frame art
Filmic tone mappingYes. YesACES filmic, so highlights roll off instead of clippingno
Studio environmentsYes. Yeslit 3D sets with a real floor and backdropPartly. Partly2D backgrounds, gradients and wallpapers
Live previewYes. YesWebGL, every control redraws the frame as you drag itYes. Yesinstant preview
Control
CameraYes. Yessix axes (pan X/Y, tilt X/Y/Z and zoom) plus field of viewPartly. Partlyrotation and perspective presets
Depth of fieldYes. Yesstrength, focus point, focus size, plus tilt-shift band and directional modesno
BloomYes. Yesstrength, threshold and radiusno
Film grain and vignetteYes. Yesboth, tunable over the whole framePartly. Partlygrain-style presets
TemplatesYes. Yesstarter templates, and you can save your own scenesYes. Yesa large preset library
Saved projectsYes. Yeson the Pro planPartly. Partlyaccount-dependent
Animation and video
Keyframe timelineYes. Yesplace camera keyframes on a track and scrub between themno
Easing between keyframesYes. Yeseased per segment, so each move settles rather than snappingno
Animated effectsYes. Yesblur, bloom, grain and vignette interpolate along with the camerano
Motion blurYes. Yesmulti-sample accumulation on a 180° shutterno
Video exportYes. YesMP4 up to 60fps, landscape, square or verticalPartly. Partlyshort animated exports
Video content in the frameYes. Yesdrop in a screen recording and it plays inside the deviceno
Export
Still resolutionYes. Yesup to 4K, and to 5120px on a custom sizeYes. Yeshigh-resolution PNG
Transparent backgroundYes. Yestransparent PNG and WebP on the Pro planPartly. Partlyplan-dependent
Aspect ratiosYes. Yes16:9, 4:3, 1:1, 9:16 and free-formYes. Yesstore and social presets
Watermark on the free planYes, removed on ProPlan-dependent
Platform and price
Runs inThe browser: macOS, Windows, Linux, ChromeOSThe browser
Install requiredNo. Nonothing to installNo. Nonothing to install
Account needed to startNo. Noopen the editor and drop a screenshot inPartly. Partlysign-in for most of it
Free planYes. Yesthe full editor, with limited captures and a watermarkYes. Yesa free tier
Paid plan$12/month, or $96/yearSubscription, see their pricing

What each one is actually for

Shots.so is a preset engine. You bring a screenshot, choose a device frame and a background from a large library, and it hands back a good-looking image. The whole design of the product is about removing decisions, and it does that well: it is genuinely hard to make something ugly in it, and for a changelog image or a social post that is the right trade.

Ultramock is a renderer. Your screenshot becomes a texture on real device geometry, that geometry sits in a lit 3D environment, and the frame you see is drawn in WebGL on your own machine every time you move a control. Nothing is pre-baked, which is the reason it can do things a preset library structurally cannot, and also the reason it asks slightly more of you.

The honest way to choose between them is to ask what the image is for. A screenshot that supports a sentence in a blog post does not need cast shadows. A hero image at the top of a landing page, or a fifteen-second launch clip, does.

Rendering: composited versus lit

This is the difference everything else follows from.

In a preset-driven tool, the device is artwork. The reflection on the glass, the shadow beneath it and the highlight along the edge were drawn once by whoever made the frame, and they stay the same however you rotate it. That is fine, until the pose no longer matches the lighting, which is when a mockup starts to read as a sticker on a background rather than an object in a room.

Ultramock lights the device instead. A small offscreen scene of emissive panels (an overhead softbox, side fills, a rim) is baked into an environment map every time the scene changes, and every material in the frame samples it. That is why the chamfer on a phone catches a highlight that moves when you rotate it, and why the screen picks up a faint reflection of the backdrop. Underneath, a spotlight casts a real, soft-filtered shadow, and the device is clamped to the floor so it can never sink through it.

The last piece is tone mapping. Ultramock renders in high dynamic range and maps it to the display with an ACES filmic curve, so a bright reflection rolls off into white the way film does instead of clipping to a flat patch. It is a small thing to describe and the single most obvious one in a side-by-side.

Photorealism: the details that sell it

Three effects do most of the work of making a render read as a photograph, and Ultramock exposes all three as live parameters.

Depth of field. Not a background blur slider, but a focus point you place, a focus size that controls how quickly sharpness falls away, and blur modes including a tilt-shift band and a directional blur. Focus is the most reliable cue that a lens was involved, because software mockups almost never have it.

Grain. Digital renders are too clean. A small amount of tunable grain across the whole frame, rather than over the device alone, puts everything on the same surface and stops the composite reading as layers.

Bloom. Threshold, strength and radius, applied to the parts of the frame that are actually bright. Bright UI elements bleed slightly, the way they do through a real lens.

Each of these is a slider, each redraws instantly, and each is animatable, as you will see below.

Animation: keyframes, not a preset move

Ultramock has a timeline. You pose the camera, drop a keyframe, move to another point in time, pose it again, and it eases between them. Each segment gets its own ease-in-out, so a three-keyframe move settles at every stop rather than sliding through at a constant speed.

What travels along that track is not just the camera. Tilt, pan, zoom, field of view, blur strength and focus position, bloom, grain and vignette all interpolate, which means a rack focus (the shot pulling focus from the background onto the screen) is two keyframes rather than an effect you have to fake in an editor afterwards.

Export is MP4, up to 60fps, in landscape, square or vertical, with motion blur accumulated from four sub-frames on a 180° shutter so fast moves smear like footage instead of strobing. And if your content is a screen recording rather than a still, it plays inside the device while the camera moves around it.

Shots.so has short animated exports. It does not have a timeline, and that is a category difference rather than a feature gap: a preset move is a template, and a keyframe track is a tool.

Where Shots.so is the better pick

It would be dishonest to write this page without saying it plainly. If you need one screenshot, on brand, in the next two minutes, a preset library beats a renderer. Ultramock gives you a six-axis camera and a stack of live effects, and there are days when that is exactly what you did not want to be handed.

Shots.so is also the easier tool to hand to someone who does not want to think about lighting, and for a run of twenty near-identical framed screens the preset approach is simply less work.

Moving across

There is nothing to migrate. Both run in the browser, both take a PNG or a screen recording as input, and Ultramock does not require an account to start. Open the editor, drop your screenshot on it, and you will know inside a minute whether the render is worth the extra controls.

Common questions

Is Ultramock a good Shots.so alternative?

Yes, if what you want is more control over the render. Ultramock covers the same ground (screenshot in, framed device shot out) and adds real 3D device geometry, studio lighting with cast shadows, depth of field, film grain and a keyframe timeline that exports MP4. It runs in the browser like Shots.so does, so switching costs nothing but the time to try it.

What is the actual difference between the two?

Shots.so composes a shot from presets. Ultramock renders one. In Ultramock your screen is a texture on real device geometry inside a lit 3D scene, so the reflections, the shadow under the device and the way the background falls out of focus are all computed for the pose you chose, rather than baked into the artwork.

Can Shots.so export video?

It offers short animated exports. It does not offer a keyframe timeline, so you cannot set a camera pose at one point in time, another later, and ease between them. Ultramock does, and animates depth of field, bloom and grain along the same track.

Which one is better for App Store screenshots?

Both will do it. Shots.so is quicker for a straightforward set of framed screens. Ultramock is the better pick when the set has to look art directed, with a consistent camera angle and lighting across ten screens and focus falling away behind the device, because those are parameters you set once and reuse rather than presets you hunt for.

Do I need to install anything?

No, for either. Both run in the browser. Ultramock renders in WebGL on your own machine, so nothing is uploaded to a render queue and there is nothing to wait for.

How much does Ultramock cost?

The editor is free to use, with a limited number of captures and a watermark on exports. Pro is $12 a month or $96 a year, and adds unlimited watermark-free exports, higher-resolution and transparent output, premium 3D models, custom 3D scenes, cloud projects and MCP control. Free includes watermarked 720p landscape video at up to 30fps within the shared export allowance.

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