Rodin 3D Generate - Smooth Generate
Rodin Smooth Generate — for when you want a clean, organic surface, not a voxel statue
- Images
- 3D Model Path
- GLB
One of the tell-tale signs a 3D generation service has been around a while is that it ships several tiers of the same node that mostly differ by vibe. Rodin3D_Smooth is Rodin's "Smooth" generation tier - the one you reach for when the default output comes back looking like a pixelated voxel sculpture and you want a cleaner, more organic surface instead.
Same family rules, stated once: paid cloud API node, Comfy Org account + credits, flat ~$0.40 per run, all reconstruction happens on Deemos' servers through Comfy's proxy. Nothing runs locally, no model files to download. It's the kind of node you slot between "generate a concept image locally" and "hand the GLB to a game engine," and its whole job is to make that handoff smoother.
How it works
Identical plumbing to Rodin3D_Regular and Rodin3D_Detail - you feed Images, it uploads to Comfy's cloud, calls Rodin's API with the Smooth tier, polls, and drops the GLB into output/Rodin3D_<uuid>/. Same schema, same outputs; the only difference is the tier string sent server-side. Smooth is aimed at organic shapes - characters, creatures, anything with flowing curves - where the default reconstruction's blockiness shows the most.
The inputs that matter
- Images - your reference image(s). Organic subjects are where this tier earns its keep.
- Seed - 0–65535; a re-run control, not a reproducibility guarantee.
- Material_Type -
PBRorShaded, default PBR. - Polygon_count - 4K-Quad to 200K-Triangle, default 18K-Quad. Lower counts pair well with smooth surfaces; don't pay for density you'll decimate away.
Outputs: 3D Model Path (STRING) and GLB.
One pairing that works well: generate a Smooth result, then run it through a local remesh or decimate pass if your pipeline needs a specific triangle budget. Smooth gives you a nicer starting surface than the blockier default tier, which means less cleanup before you get to a game-ready mesh. It's still not a substitute for real retopology on hero assets, but for placeholder and mid-fidelity work it's often good enough straight out of the node.
Common issues
The word "smooth" oversells it - you'll get a smoother surface than the default tier, not a clean CAD-quality one. If your subject is mechanical or hard-surfaced, Smooth can round off details you wanted sharp; Regular or Detail serves those better. And the tier differences are server-side and subtle enough that it's worth testing both a Regular and a Smooth run on the same image before committing - each test costs a run, but it's cheaper than re-doing a whole asset. Same UUID-folder output location and flat pricing apply.
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 | — |