{"uid":"cap_vq62rlupWymD8-N0x9Hs1","slug":"blender-subdivide-simple-b7d91324","name":"Blender Subdivide Simple","description":"Blender: Subdivide Simple: Subdivide the mesh once without smoothing its shape. Accepts mesh JSON, small GLB or OBJ; without input uses an explicitly labelled demo mesh. Runs locally in Blender. Bounded small-model processing, normally under 60 seconds; a busy worker returns an error before payment settlement.","url":"https://market.datapackvibe.com/x402/studio3d-process-subdivide-simple?utm_source=zero.xyz","method":"POST","headers":{},"bodySchema":{"type":"object","properties":{"mesh":{"type":"object","required":["vertices","faces"],"properties":{"faces":{"type":"array","items":{"type":"array","items":{"type":"integer","minimum":0},"maxItems":16,"minItems":3},"maxItems":20000},"vertices":{"type":"array","items":{"type":"array","items":{"type":"number"},"maxItems":3,"minItems":3},"maxItems":10000}},"description":"Optional mesh in Blender Z-up coordinates. 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No URLs or local paths."},"model_format":{"enum":["glb","obj"],"type":"string","default":"glb"},"target_faces":{"type":"integer","default":500,"maximum":20000,"minimum":20}}},"responseSchema":null,"example":null,"exampleRequest":null,"tags":["x402"],"displayCostAmount":"0.02","displayCostAsset":"USDC","priceDynamic":false,"priceHint":null,"priceStatus":"priced","priceSource":"probe","requiresHandshake":false,"reviewCount":0,"rating":{"score":"0.00","successRate":"0.00","reviews":0,"stars":null,"state":"unrated"},"availabilityStatus":"unknown","priceObserved":null,"sessionDeposit":null,"pricing":{"kind":"static","summary":"$0.02/call","primary":{"kind":"static","protocol":"x402","network":"base","amountUsd":"0.02","per":"call","confidence":"exact"},"accepted":[{"kind":"static","protocol":"x402","network":"base","amountUsd":"0.02","per":"call","confidence":"exact"}]},"paymentMethods":[{"uid":"pm_s2Er1_LsLDK4KGAJQOZS2","protocol":"x402","methodType":"crypto","chain":"base","mode":"charge","costAmount":"0.02","costPer":"request","priority":0,"asset":"0x833589fCD6eDb6E08f4c7C32D4f71b54bdA02913","unit":"request","depositMicros":null,"planRef":null}],"brandName":null,"brandSlug":null,"brandBaseUrl":null,"brandDocsUrl":null,"whatItDoes":"Subdivides a 3D mesh once in Blender without smoothing, increasing polygon density while preserving the original shape.","exampleAgentPrompt":"Take my low-poly mesh (I'll provide the vertices and faces as JSON) and subdivide it once in Blender without any smoothing — keep the original shape, target around 2000 faces, render at 256px resolution with a blue color (#6688bb) and 0.5 roughness.","exampleUseCases":[{"title":"Low-poly game asset refinement","prompt":"I have a simple OBJ model of a game asset that needs more geometry detail — can you subdivide it once in Blender without smoothing so the shape stays exactly the same? Here's the base64-encoded OBJ. Target about 1000 faces and render at 256px resolution."},{"title":"Mesh density check before sculpting","prompt":"Before I start sculpting, I want to see what my mesh looks like with one subdivision pass and no smoothing applied. Here are my vertices and faces as JSON — keep the target at 500 faces and show me the result with metallic at 0 and roughness at 0.5."},{"title":"Demo mesh subdivision test","prompt":"Run the built-in demo mesh through a simple subdivision in Blender — no smoothing, just straight tessellation — and show me the output at 512px resolution with a roughness of 0.3 and color #aabbcc."}],"resultDescription":"Returns a rendered image of the subdivided mesh and data describing the resulting geometry (face counts, vertex counts) after one flat subdivision pass in Blender. The response notes if a demo mesh was used instead of user-supplied geometry.","failureModes":["Mesh exceeds 10,000 vertices or 20,000 faces — rejected before processing","base64 model exceeds 512 KiB decoded — rejected with size error","busy worker returns an error before payment is settled (no charge)","invalid face indices (referencing non-existent vertices) cause processing failure","invalid hex color string format causes validation error","mutually exclusive fields mesh and model_base64 both provided — schema validation error"],"whenToPreferThis":"Choose this endpoint when you need to increase polygon density of an existing mesh without any shape smoothing (flat subdivision only). It is ideal for pre-sculpting geometry preparation, LOD stepping, or verifying mesh topology at higher resolutions while keeping the original silhouette intact. Prefer this over smooth subdivision endpoints when preserving hard edges and flat faces is required.","instructions":null,"reviewSummary":null,"reviewSummaryHighlights":null,"reviewSummaryConcerns":null,"reviewSummaryGeneratedAt":null,"activationCount":0,"lastUsedAt":null,"lastSuccessfullyRanAt":null,"lastHealthCheckAt":"2026-10-21T12:51:40.139Z","isFirstParty":false,"canonicalSlug":"blender-subdivide-simple-b7d91324"}