Rodin 3D Generate - Regular Generate
Rodin Regular Generate — the no-surprises image-to-3D node, before you graduate to Gen-2
- Images
- 3D Model Path
- GLB
Rodin3D_Regular is the plain-vanilla entry in Deemos' older Rodin line: image in, mesh out, flat price, no fuss. If you've seen a Rodin3D_Gen2 node and wondered what "Regular" was the regular version of - this is it. It runs the same image-to-3D service through Comfy's cloud, just with the older, simpler generation tier and a smaller set of knobs.
The standing caveat for this whole family applies: it's a paid cloud API node, not a local model. You need a Comfy Org account with credits (~$0.40 per run, flat), and the actual reconstruction happens on Deemos' servers. That means no VRAM pressure and no model files to manage, but also no free runs and no determinism - every queue click is money.
How it works
Drop one or more images into Images, hit Queue, and the node uploads them to Comfy's cloud, which forwards them to Rodin's API under the "Regular" generation tier. Comfy polls the job until it finishes and downloads the result into a output/Rodin3D_<uuid>/ folder, returning a GLB. The heavier Rodin3D_Detail and Rodin3D_Smooth nodes use the same plumbing with a different tier string; Regular is the baseline. In a typical workflow it sits right after your local image generation step - make the concept locally, then hand it off here.
The inputs that matter
- Images - your reference. One is typical; more can help multi-view consistency.
- Seed - 0–65535. Mostly a re-run control; don't expect reproducible output.
- Material_Type -
PBRorShaded(default PBR). PBR gives you the game-engine maps; Shaded bakes lighting in. - Polygon_count - presets from 4K-Quad to 200K-Triangle, default 18K-Quad. For most uses 18K-Quad is a sane balance of detail and file size.
Outputs: 3D Model Path (STRING pointing at the saved file) and GLB.
If you're new to the whole category, one workflow worth stealing: generate two or three concept variants locally, run each through this node on the default 18K-Quad setting, and compare the GLBs in a viewer before committing a single full-detail generation. Because the price is flat, this costs the same per try as a heavy run - but it tells you which concept actually reconstructs, which saves real money downstream. The seed and polygon controls are there for when you want variation or a specific file size, not for reproducibility.
Common issues
The name invites confusion with the Gen-2 nodes, and the difference is real: Regular produces simpler, blockier geometry than Rodin3D_Gen2's 500K-triangle output. If you've been spoiled by Gen-2's density, Regular will feel like a step back - it's the right tool for quick, cheap prototypes, not hero assets. Also watch the output folder: the model lands in a UUID-named folder, not output/model.glb, so hunt there before assuming the run failed. And as ever, no seed means determinism, so plan around re-runs costing credits.
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 | — |