Rodin 3D Generate - Gen-2 Generate
Rodin Gen-2 is the image-to-3D workhorse — but it runs on their server, not yours
- Images
- 3D Model Path
- GLB
If you want a decent 3D model from a single image without touching Blender, this is the node most people reach for first - and the one whose name causes the most confusion. Rodin3D_Gen2 is not a local model. It's ComfyUI's built-in gateway to Rodin Gen-2, the image-to-3D service from Deemos (Hyper3D), and every run costs you real money on their servers.
Here's the honest pitch: you generate a good concept image locally (Flux, SDXL, whatever), drop it into this node, and a minute or two later a textured GLB lands in your output folder. No VRAM spent, no model files to download, no topology surgery in Blender. For characters, props, and game assets, that's often the fastest path from idea to mesh you'll find in ComfyUI. The catch is the one every API node shares: it's not free.
How it works
Rodin3D_Gen2 is part of ComfyUI's "API node" family, which shipped with core during 2026. When you hit Queue, the node uploads your image to Comfy's cloud proxy, which forwards it to the Rodin API. The server runs the Gen-2 reconstruction, then downloads the result back as a file. You'll see a progress poll while it churns - plan for roughly a minute or two per run.
Because it's a Comfy API node, you need a Comfy Org account and API key set up in ComfyUI's settings before anything works. The node shows a price badge (around $0.40 a run), billed through Comfy's credit system. There's no local fallback; the "Generate 3D Assets using Rodin API" description is literal.
The inputs that matter
Most of the schema is optional, and you can leave it alone for a first pass:
- Images (required) - your concept image. One is fine; up to five can be fed for multi-view consistency.
- Seed - an INT from 0–65535. As with every provider in this family, it mostly controls whether the node re-runs; results aren't deterministic regardless.
- Material_Type -
PBRorShaded. PBR gives you metallic/roughness/normal maps (the one you want for game engines); Shaded is prettier in a viewer but bakes lighting in. - Polygon_count - presets from 4K-Quad up to 500K-Triangle. The default
500K-Triangleis the top end and the one worth keeping unless you're prototyping. - TAPose - outputs a humanoid in T/A-pose, ready for rigging. Leave it off for anything that isn't a character.
Outputs are two: 3D Model Path (a STRING pointing at the saved file, kept for backward compatibility) and GLB (the actual FILE_3D output you wire into a 3D viewer, Save3D node, or Blender import).
Common issues
The biggest surprise is the account. First run fails with "Unauthorized: Please login first" until you've logged into your Comfy Org account and added credits - that's not a bug. Second gotcha: the model saves into a folder named like output/Rodin3D_<uuid>/, so if you can't find your GLB, look for the UUID folder, not a tidy output/foo.glb.
Where people get burned: assuming a seed gives reproducibility, or assuming the "500K-Triangle" preset actually produces a clean quad topology (it doesn't - it's a dense raw mesh, and you'll often want to remesh or decimate in Blender anyway). Also, results vary a lot with input quality; a crisp, well-lit single-subject image beats a moody one every time. For a free route, the local Hunyuan3D and TRELLIS nodes exist and run on your GPU - you just have to earn that mesh yourself.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| Images | IMAGE | — | |
| TAPose | BOOLEAN | false | — |
| Seedopt | INT | 00–65535 | — |
| Material_Typeopt | COMBO | PBR | 2 options: PBR, Shaded |
| Polygon_countopt | COMBO | 500K-Triangle | 8 options: 4K-Quad, 8K-Quad, 18K-Quad, 50K-Quad, 2K-Triangle, 20K-Triangle, +2 |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| 3D Model Path | STRING | — |
| GLB | FILE_3D_GLB | — |