Node reference

3D

Add Node → Generate → 3D

Feed it a picture and it builds a textured 3D object out of it. Feed it nothing but a prompt and it builds one from words alone.

What makes this node different from the rest of the Generate family is what happens after the build. The result isn’t a fixed picture: it’s the object itself, live in the card, and you can turn it with the mouse. Whatever angle you leave it at is the angle that leaves the node — a transparent PNG, re-rendered the moment you let go of the model.

So the node makes a thing, and you choose the view of it. Everything downstream just sees a picture.

What’s on the node

Area What goes in it
Prompt box Describes the object. Required if nothing is connected; optional once a picture is, where it just nudges the build.
Model and settings The model picker, plus Mesh, Polygons and PBR — see below.
The frame Once there’s a result, the frame is the object: drag to turn it, and it stays where you leave it.
P One only. Takes a Prompt node, a Text node, a Prompt Split, or a finished result’s own prompt handle.
F The front view — the picture the object is built from. This is the one that matters.
BLR Optional extra views of the same subject: back, left, right. They sharpen the shape rather than adding to it.

The view slots are fixed and labelled, not a growing column like the reference images on an Image node. Slot 2 is the back view, whether or not you fill it, because the model is told which view each picture is. Plugging a left view into the back slot doesn’t fail — it quietly builds the object wrong. There’s more on handles in How nodes connect.

Which model should you use?

Model Views Mesh Polygons What it’s good at
Pro Hunyuan3D V3 4 Textured · Low poly · Geometry 40k – 1.5M The default. The only one with a real low-poly mode, where you also choose triangles or quads.
Good Hunyuan 3D 3.1 Pro 8 Textured · Geometry 3k – 1.5M Runware only. More views in means a cleaner, watertight mesh. Its polygon budget goes down to 3,000, which is the low-poly control here.

Prices are indicative and set by the providers, who revise them: see wavespeed.ai or runware.ai for current rates.

Both are Tencent’s Hunyuan3D under different roofs, and both take the same shape of run: one main view, optionally a few more of the same object, and a handful of settings deciding what the mesh is made of. Price moves with the mesh settings rather than with a resolution, so the figure on the card updates as you change them.

Views is how many angles of your subject the model will look at, and the node draws one labelled ring per view. Hunyuan3D V3 takes front, back, left and right. Hunyuan 3D 3.1 Pro takes those four and adds top, bottom and the two front three-quarters — eight in all, which is what lets it close the shape more cleanly.

The settings

Mesh is what the object is made of. Textured gives it its own surface, painted from your reference. Geometry only returns the bare shape with no materials — the right choice when you’re going to texture it yourself elsewhere. Low poly returns a deliberately faceted mesh, and it’s the only mode where Faces appears, letting you pick triangles or quads.

Polygons is the budget for the mesh. More polygons means finer detail and a heavier file; fewer means a cleaner, blockier object. It’s the setting to reach for when the result is destined for a game engine or a 3D app with a poly budget of its own.

PBR adds physically-based materials — how the surface responds to light — so the object holds up when it’s lit somewhere else. It steps out of the way on a geometry-only mesh, which has no materials to make physical.

Turning the object

Drag anywhere on the object to turn it. The three rings stand on the object’s own axes, so the whole gizmo leans with it rather than lying flat on the world’s floor — turn it once and the rings turn with it.

In the corner of the frame sit the object’s own controls:

  • Texture Yes / No — show the object with its own surface, or bare.
  • The colour swatches — what a bare object is painted. They appear only with Texture off, because a colour multiplies the texture map: on a textured object you’d be tinting the picture printed on the thing, not colouring the thing. Switch the texture back on and the paint is parked, not lost.
  • Reset — back to the view the object opened at.

None of this touches the mesh on disk. What changes is which picture of it leaves the node.

Getting the object out

Two ways down from the card’s toolbar:

  • Save this view as a PNG — the transparent still at the angle you’re looking at.
  • Save the 3D file — the mesh itself, as a .glb.

You can also pull the object onto the canvas of its own. Extract it from the card, copy and paste it, or drag a 3D row out of the Media Library, and you get a 3D Object node: view-only, no prompt and no settings, just the object in a frame you can turn. It behaves like any other picture on the graph — turn it, and the still on its output handle is re-rendered at the new angle.

Dropping a .glb, .gltf or .obj file from a folder onto the canvas makes one of these too, so you can bring in objects you didn’t build here.

A 3D Object node and a Layer Composer are independent, both ways. Wire an object into a composition and the layer takes its own view of it, seeded from however the object is facing right then. Turning it on the layer doesn’t move the original, and turning the original doesn’t move the layer.

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