Rodin 3D Generate - Detail Generate
Rodin Detail Generate — the older, pricier-feeling sibling that's really just a tier name
- Images
- 3D Model Path
- GLB
Same node, different tier string, is the honest summary. Rodin3D_Detail is the "Detail" generation tier of Deemos' older Rodin image-to-3D line, sitting one notch above Rodin3D_Regular in the service's own naming. It exists so you can ask Rodin's servers for a more detailed reconstruction without moving to the newer (and costlier) Gen-2 or Gen-2.5 nodes.
Everything else about the family applies unchanged: this is a paid cloud API node (Comfy Org account + credits, flat ~$0.40 a run), it's not local, and the actual meshing happens on Deemos' servers through Comfy's proxy. No model files to download, no VRAM to spend - the price of entry is an account and a willingness to pay per run.
How it works
Feed Images (one or more) and the node uploads them to Comfy's cloud, which calls Rodin's API with the Detail tier. Comfy polls until the job completes and downloads the result into output/Rodin3D_<uuid>/, returning a GLB. The node's own schema is byte-for-byte the same as Rodin3D_Regular - same inputs, same outputs - because the only difference is which tier string gets sent server-side. In a workflow this slots in exactly where Regular does: after your local image generation, before you hand the GLB to a viewer or game engine.
The inputs that matter
- Images - your reference image(s).
- Seed - 0–65535; a re-run control more than a reproducibility knob, so don't plan around exact replays.
- Material_Type -
PBRorShaded. PBR for game engines, Shaded for pretty previews. - Polygon_count - 4K-Quad up to 200K-Triangle, default 18K-Quad. This is your detail budget; crank it when the source image has small features worth keeping, drop it when you're prototyping.
Outputs: 3D Model Path (STRING) and GLB.
A practical note on the polygon presets: Rodin's quad options (4K/8K/18K/50K) are the ones to use when the result is going into a game engine or needs clean edge loops; the triangle option only exists at the top end for maximum density. If the Detail tier's output still looks soft on your input, the usual fix is a sharper, higher-contrast source image rather than a higher polygon count - Detail can only preserve what the reference actually shows.
Common issues
The trap is expectation: the "Detail" name suggests the node itself does more, but it's just a tier label, and on many inputs the difference from Regular is subtle. If you're chasing real detail, the Gen-2 node's 500K-Triangle output is the bigger jump - Detail is the middle rung, not the top. Also, remember the UUID-folder output location and the flat credit cost; none of Rodin's older nodes reward you with refunds for lower polygon counts. And don't bother hunting for a local fallback here - this is cloud-only by construction, and the local Hunyuan3D/TRELLIS nodes are a separate, entirely different setup.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| Images | IMAGE | — | |
| Seedopt | INT | 00–65535 | — |
| Material_Typeopt | COMBO | PBR | 2 options: PBR, Shaded |
| Polygon_countopt | COMBO | 18K-Quad | 5 options: 4K-Quad, 8K-Quad, 18K-Quad, 50K-Quad, 200K-Triangle |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| 3D Model Path | STRING | — |
| GLB | FILE_3D_GLB | — |