pixal3d_int8_i23d One image in, a textured GLB out — a real 3D model with baked PBR maps, ready for Unity, Unreal, Blender, three.js and AR.
Upload one image, get a textured GLB. No GPU, no ComfyUI, no 3D pipeline of your own.
Pixal3D turns a single picture into a real 3D model. Give it one image and it returns a textured GLB — the binary glTF format that Unity, Unreal, Blender, three.js and every mainstream AR and VR viewer open natively — so what comes back is an asset you can drop into a scene, not another picture of an object.
The mesh arrives at roughly 695,000 triangles carrying a full PBR material set baked from the high-poly reconstruction: base colour, metallic-roughness, normal and ambient occlusion, at 4K, 2K and 1K respectively. That is enough surface information to light the object properly in an engine instead of leaning on the shading that happened to be in the source photo.
It is built on TRELLIS.2 and it always needs a starting image — there is no text-to-3D path here. Sogni runs it as two reconstruction graphs under one model id. The default takes no prompt at all: BiRefNet isolates the subject automatically, so a clean photo of one object is the entire request. The prompted variant swaps that step for SAM 3, so a prompt can name which object in a busy frame to rebuild — and, exactly as with SAM 3 itself, that prompt selects an object rather than describing one.
Five options can only reduce the work: texture size, mesh target faces, normal-map size, ambient-occlusion size and shape resolution. Each already ships at its maximum, so lowering one costs less to produce and can never cost more. Mesh target faces is the one most worth setting — 695K triangles is far heavier than a real-time engine wants, and asking for a fraction of that gives you a more useful asset from the same reconstruction.
Only shape resolution moves the price. A reconstruction at the shipped 1536 costs $0.42; asking for 1024 costs $0.30. In one measured run on an RTX 5090 a 1536 reconstruction took about 122 seconds — a single run rather than a benchmark, and different hardware will behave differently.
Run it from the Sogni app by choosing Pixal3D and uploading an image, or call it by model id from the JavaScript or Python SDK. The reconstruction happens on the Sogni Supernet, a decentralized network of creator GPUs, so you never install a 3D pipeline or rent a 30GB card to try it.
Pixal3D rebuilds what it can actually see, so nearly all of the quality comes out of the source image rather than out of a prompt:
Both graphs cost the same, take the same options and return the same kind of asset. They differ only in how the subject gets separated from everything else in the frame.
| Graph | Prompt | Reach for it when |
|---|---|---|
Prompt-free — defaulti23d-birefnet | None | The picture has one clear subject. BiRefNet removes the background and whatever is left is what gets rebuilt. |
Promptedi23d | Names one object | The frame is busy and you want a specific thing out of it. SAM 3 makes the selection, so the prompt picks the object rather than describing how it should look. |
Every option below already ships at its maximum, so each one can only ask for less work than you are already paying for. Lowering them never costs more, and only shapeResolution changes the price at all.
| Option | Range | Default | What it controls |
|---|---|---|---|
| textureSize | 1024–4096 | 4096 | Base-colour bake and UV atlas resolution. |
| meshTargetFaces | 5,000–700,000 | 700,000 | Decimation target in triangles. The one worth setting if the asset is going into a real-time engine. |
| normalMapSize | 512–2048 | 2048 | Normal-map resolution. |
| ambientOcclusionSize | 256–1024 | 1024 | Ambient-occlusion map resolution. |
| shapeResolution | 1024–1536 | 1536 | Sparse-latent upsampling resolution — the only option that moves the price. |
Use pay-as-you-go Spark packs for each model (1 Spark = $0.005), or choose a flat-rate Sogni plan for credit-free fair-use generation in the app.
| Configuration | Spark | USD |
|---|---|---|
| 1024 shape resolution | 60.0 Spark | $0.30 |
| 1536 shape resolution (the shipped default) | 84.0 Spark | $0.42 |
Shape resolution is the only option that changes what a reconstruction costs. A request is billed at the cheapest priced point that covers the resolution it will actually run at, so 1024 pays the 1024 rate and anything from 1025 to 1536 pays the 1536 rate.
1 Spark = $0.005. Pay as you go with Spark packs, or generate under fair use on a flat monthly Sogni plan.
One Sogni API key reaches every model on the Supernet — call Pixal3D with the exact model id.
import { readFileSync } from 'node:fs';
import { SogniClient } from '@sogni-ai/sogni-client';
const client = await SogniClient.createInstance({
appId: crypto.randomUUID(),
apiKey: process.env.SOGNI_API_KEY,
network: 'fast',
});
const project = await client.projects.create({
type: 'image',
modelId: 'pixal3d_int8_i23d',
positivePrompt: '',
numberOfMedia: 1,
startingImage: readFileSync('teapot.jpg'),
// Reduce-only: every default is already the maximum, so this costs no more.
meshTargetFaces: 60000,
});
const [url] = await project.waitForCompletion();
console.log(url); // textured .glb — download within 24h import asyncio, os
from sogni_client import SogniClient
async def main():
async with await SogniClient.create(
api_key=os.environ["SOGNI_API_KEY"],
app_id="pixal3d-example",
) as sogni:
project = await sogni.projects.create(
type="image",
model_id="pixal3d_int8_i23d",
positive_prompt="",
number_of_media=1,
starting_image="teapot.jpg",
# Reduce-only: every default is already the maximum.
mesh_target_faces=60000,
)
for url in await project.wait_for_completion():
print(url) # textured .glb
asyncio.run(main()) Call pixal3d_int8_i23d with a source image and no prompt, or name the object with the prompted graph. Image-to-3D is not a Creative Agent tool, so there is no REST workflow alias — use the JavaScript or Python SDK. Full reference at docs.sogni.ai.
Use a flat monthly plan for credit-free fair-use generation, or buy Spark packs when pay-as-you-go fits better. Both run on the same creator-owned GPU network.
One flat price in the app. Generate under fair use without a per-image meter.
Image, video, music, and language models in one workspace and one API key.
Prefer pay-as-you-go? Call Pixal3D by id and pay with Spark packs.
Runs on a decentralized GPU network where workers share subscription revenue.
A textured GLB — a binary glTF file, the standard interchange format for 3D on the web. It carries the mesh plus baked base-colour, metallic-roughness, normal and ambient-occlusion maps, and opens directly in Unity, Unreal, Blender, three.js and common AR and VR viewers. It is a 3D asset, not an image.
No. The default reconstruction graph takes no prompt at all: BiRefNet isolates the subject on its own, so one clear photo is the whole request. A second, prompted graph is available under the same model id for busy frames, where a prompt names which object to reconstruct.
Not with Pixal3D — it always needs a starting image. If you only have an idea, generate the object first with an image model such as Z-Image Turbo or Krea 2 Turbo on a plain background, then feed that render to Pixal3D.
A reconstruction at the shipped 1536 shape resolution costs $0.42 (84 Spark). Asking for 1024 costs $0.30 (60 Spark). Shape resolution is the only option that changes the price — texture size, mesh target faces, normal-map size and ambient-occlusion size all reduce the work for the same money.
On one measured run on an RTX 5090 at 1536, about 122 seconds. That is a single run rather than a benchmark, and jobs land on whichever eligible worker on the Supernet picks them up, so treat it as an order of magnitude rather than a promise.
Yes. Set meshTargetFaces to your own budget — anywhere from 5,000 to the 700,000-face default. The decimation happens during the reconstruction, so a lighter mesh comes back already decimated with its maps baked against it, and it costs exactly the same as the heavy one.
TRELLIS.2. Sogni runs the Comfy-Org native Pixal3D/TRELLIS.2 workflow with the official INT8 ConvRot checkpoint, DINOv3 conditioning and MoGe-2 camera estimation. Pixal3D itself is published by TencentARC under the MIT licence, with a separate licence covering the bundled DINOv3 weights.
No. Pixal3D needs a 30GB-class GPU to run at all, which is exactly why it is worth renting by the job. It runs on the Sogni Supernet — a decentralized network of creator GPUs — so there is no local install, no ComfyUI graph to wire up, and no card to buy.
Create in the app, or build with the API. Your call.