{"uid":"cap_xt6eI7_f9TUEYO7_25D67","slug":"blender-separate-loose-mesh-island-splitter-92016759","name":"Blender Separate Loose — Mesh Island Splitter","description":"Blender: Separate Loose: Separate disconnected mesh islands into individual objects in a GLB scene. 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-separate-loose?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. Max 10,000 vertices and 20,000 faces; each face has 3..16 indices.","additionalProperties":false},"seed":{"type":"integer","default":42,"maximum":2147483647,"minimum":0},"angle":{"type":"number","default":45,"maximum":180,"minimum":-180},"color":{"type":"string","default":"#6688bb","pattern":"^#[0-9a-fA-F]{6}$"},"count":{"type":"integer","default":3,"maximum":8,"minimum":2},"amount":{"type":"number","default":0.05,"maximum":0.5,"minimum":0.001},"factor":{"type":"number","default":1,"maximum":5,"minimum":0.1},"sample":{"enum":["demo"],"type":"string","default":"demo","description":"If no model is supplied, process the included demonstration mesh; response identifies this explicitly."},"metallic":{"type":"number","default":0,"maximum":1,"minimum":0},"roughness":{"type":"number","default":0.5,"maximum":1,"minimum":0},"resolution":{"type":"integer","default":256,"maximum":512,"minimum":128},"model_base64":{"type":"string","maxLength":699052,"description":"Optional base64 GLB (geometry and PBR values, without images/animations) or OBJ geometry, at most 512 KiB decoded. Mutually exclusive with mesh. 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_U6kz4PYXN6-ckfEmAH8v4","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":"Separates disconnected mesh islands in a GLB or OBJ scene into individual objects using Blender, returning the result as a processed 3D asset.","exampleAgentPrompt":"Take this GLB file (base64 encoded) and separate all the disconnected mesh islands into individual objects — run it through Blender's Separate Loose operation and give me the result.","exampleUseCases":[{"title":"Explode combined prop mesh for game engine","prompt":"I have a GLB file of a combined furniture prop where each piece is a separate disconnected island — can you split it so each leg, tabletop, and shelf is its own object? Here's the base64-encoded GLB."},{"title":"Decompose OBJ scan for per-part analysis","prompt":"I've got an OBJ file from a 3D scan that has multiple disconnected body parts merged into one mesh. Please separate each loose island into its own object so I can process them individually."},{"title":"Test Separate Loose on demo mesh","prompt":"Run the Blender Separate Loose operation on the built-in demo mesh so I can see what the output looks like before I send my own model."}],"resultDescription":"Returns a processed 3D scene where previously disconnected mesh islands have been separated into individual named objects. The response identifies whether a demo mesh or the user-supplied mesh was processed, and includes the resulting geometry in the output format.","failureModes":["Busy worker returns an error before payment settlement if processing queue is full","Mesh exceeds 10,000 vertices or 20,000 faces — input rejected","Base64 model exceeds 512 KiB decoded limit","Invalid hex color string format for color parameter","model_base64 and mesh supplied simultaneously — mutually exclusive inputs","Processing exceeds 60-second time limit on complex models","Invalid base64 encoding for model_base64 field"],"whenToPreferThis":"Choose this endpoint when you need to programmatically run Blender's native Separate Loose operation on a 3D mesh — specifically to split disconnected mesh islands into individual objects without setting up a local Blender environment. Ideal for pipelines that process GLB or OBJ files and need per-island object separation as a paid micro-service step.","instructions":null,"reviewSummary":null,"reviewSummaryHighlights":null,"reviewSummaryConcerns":null,"reviewSummaryGeneratedAt":null,"activationCount":0,"lastUsedAt":null,"lastSuccessfullyRanAt":null,"lastHealthCheckAt":"2026-10-21T12:51:38.290Z","isFirstParty":false,"canonicalSlug":"blender-separate-loose-mesh-island-splitter-92016759"}