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The item catalog is large, but it will never hold the exact chair from your living room. The item builder makes the missing one: give it a photo or a description, pick a generation model, and Pascal builds a real 3D item — optimized, categorized, and ready to place — that lives in your catalog across every project.
The My items listing in the Pascal item builder, showing generated items with Published and Private badges

My items in the item builder

Open the item builder

Two ways in:
  • Switch to Studio with the Edit / Studio toggle in the navbar, then pick Item builder in the icon rail — under Renders and Materials.
  • From the Items tab while building: the first tile in any item grid is Create item, which jumps you straight here with the create dialog already open.
Either way you land on My items — every item you have made, across all your projects. Search it, filter by All / Private / Published, and sort by Newest, Oldest, or Name.

Start a new item

New item offers two starting points:
  • Upload a model — a .glb file you already have. See Uploading your own model.
  • Generate with AI — from a photo, a description, or both.
The Create item dialog in Pascal, offering Upload a model and Generate with AI

Choosing how to create an item

Pick a model

The Model picker groups every generation model by what it starts from — Image to 3D and Text to 3D. Each row shows its vendor, what it’s good at, and what it costs in credits; your selection is remembered for next time. Photos beat prose. If you can shoot or find a picture of the thing you want, an image-to-3D model will get closer than any description — and cost less to iterate on.

Describe what you want

Below the model come the two inputs, each labelled Required or Optional for the model you picked:
  • Reference image — drop a PNG, JPEG, or WebP, or click to browse. One clean subject against an uncluttered background works best; Rodin is the one to reach for when the photo is busy.
  • Description — what the object is (“a walnut mid-century sideboard with brass legs”). Required for text-to-3D models. On models that take both, it steers the result.
The footer shows your workspace balance and the exact cost, and the button reads Generate — N credits. Press it and you’re back on My items.
The Generate with AI dialog with a model selected, a reference photo of a dining table, and a description

Composing a generation

While it generates

The new item appears immediately as a Generating card with the model’s name and a running clock. Generations take a few minutes depending on the model, and nothing about them is exclusive — start a second, a third, or keep editing an item you already have while they run. Keep the item builder open while a generation is in flight: Pascal picks up finished models from the listing. If you navigate away, come back to My items and it resumes where it left off. From a generating card’s menu you can Cancel generation. A card that fails says so, and offers one of two things in its menu:
  • Retry — the generation never reached the model provider, so it runs again.
  • Resume — it failed after the model was built, so Pascal picks the finished model up instead of generating it a second time.
Either way, credits for a failed generation are refunded automatically.

What Pascal does for you

A finished model still isn’t a usable item — it has to be measured, framed, named, and filed. The builder does all of that while the card reads Setting up:
  • Optimizes the mesh — models over 20k triangles are simplified and their textures compressed. Simplification stops before it would visibly damage the mesh, so a genuinely detailed model is allowed to stay above budget rather than be mangled.
  • Measures it — dimensions and offset are read from the model’s own bounding box, so it’s placeable at the right size straight away.
  • Captures its images — the catalog thumbnail and the top-down floor plan drawn inside the item’s footprint in the editor’s 2D floor plan view.
  • Names and files it — a name, a category, and the rooms it belongs in, inferred from your prompt and reference image. All of it is yours to overwrite.
When the card settles, the item is ready to place.

Tune the item

Click any finished card to open it on the stage with its panel on the right. Rename it at the top, then work through the tabs:
  • Info — categories, status, and the Thumbnail and Floor plan images. This is where you re-capture either image if the automatic one didn’t frame the item well. For a generated item, the top of this tab shows its provenance: the model that made it, your prompt, and the source photo.
  • TransformAttach to (floor, wall face, wall side, or ceiling), Dimensions, Offset, Rotation, Scale, and Surface — the height of the flat top other items can sit on, so lamps land correctly on a table.
  • Interactive — animations and interactions the item exposes when someone walks through the scene.
A generated dining table on the item builder stage with the Transform tab open, showing attach-to, dimensions, offset, rotation, scale, and surface

A generated item open in the builder, on the Transform tab

Save returns you to the listing. A generated item’s model is fixed at birth — there’s no upload or re-generate on it, because a new generation is a new item. Everything else stays editable forever.

Use it, share it, export it

With an item open, Download and Use in editor sit above the stage and Share item in the navbar. From the listing, the same actions live in each card’s menu:
  • Use in editor — leaves Studio, arms the item for placement, and drops you back in the scene with it on your cursor. See Placing and arranging.
  • Download model — the optimized .glb, for use anywhere else.
  • Publish to Community — makes the item public. Share item does the same from inside an open item, saving it first.
  • Delete item — permanent.
Items you make are Private by default: they appear under the Mine filter of the item catalog in every project you open, and nowhere else. Publishing adds them to the Community filter for everyone. See Sharing your work.

Uploading your own model

The upload path takes a .glb file and runs the same setup pipeline — optimize, measure, capture, classify. Upload-born items get one extra tab:
  • Asset — replace the model, browse previous versions, and control optimization with Auto-optimize on save and its Compress textures (KTX2) sub-option. Leave both on unless you have already optimized the file yourself. Turning auto-optimize off exposes a manual Simplify ratio you can preview before committing.
Every simplify keeps the original as the previous version, so a model is never optimized into a corner.

How credits work

Item generations draw from the same credit balance as Studio renders and Material Studio: each model prices its own generation, the cost is shown on the model row and on the generate button next to your workspace balance, failed runs are refunded, and a balance too low for the selected model surfaces Buy credits right where you are. See Credits for balances and packs.

Watch it in action

A full run start to finish: photographing a real object, generating it, and placing the result in a home.

Create any 3D item you need in Pascal