Thrixel API

Sculptor

Create a dense, organic 3D mesh from a single image or text prompt.

When to use Sculptor: organic and photoreal forms - characters, creatures, props with soft or intricate surfaces. The output is a single dense mesh, not an editable part hierarchy, so it's not made for part-scoped Edit. For structured, editable, multi-part objects use Architect instead.

The Sculptor engine produces photorealistic, organic results from an image or text prompt. It takes a single input — either a text prompt or one reference image.

Sculpt a model

POST /api/v1/sculptor/submit

Requires API key.

Request Body

NameTypeDescription
taskstringText description of the object to sculpt.
imagestringSingle reference image — base64 data URL or HTTPS URL.
imagesstring[]Reference image(s); the first is used. Mutually exclusive with image.
seedintegerRNG seed. 0-999,999. Omit for a random seed each run (the default). Pin it only to reproduce a previous result: the same seed with the same inputs reproduces it.
style_reference_submission_idstringUUID of a completed submission whose look (palette, materials, finish, level of wear) this one should match. Contributes appearance only - the subject still comes from task / image. Pass the same id across a set to keep it visually consistent.
project_idstringGroup the submission under a project.

Provide either task or an image — Sculptor uses one input.

Style reference: what it does and does not do

style_reference_submission_id contributes appearance only - materials, palette, finish, how worn the object looks. The subject always comes from your task or your image; pointing at a wooden boat and asking for a barrel gives you a barrel, finished like that boat.

It must be a completed submission of yours that still has its artefacts. Otherwise: 404 unknown id, 400 not completed or no artefacts, 403 it belongs to another account.

Sculptor has no mesh prior, so with task alone the reference steers the image the mesh is built from. Supply an image as well and that image is restyled into the reference's look first - what you get back is no longer the picture you sent.

For rules rather than looks - polycount budgets, naming, real-world sizes - attach a project source instead. Text states constraints well, a finished model shows appearance well, and they combine.

Example Request

curl -X POST https://api.thrixel.com/api/v1/sculptor/submit \
  -H "Authorization: Bearer sk-thrixel-<YOUR_KEY>" \
  -H "Content-Type: application/json" \
  -d '{"task": "a ceramic teapot"}'

Example Response

{
  "submission_id": "e5f6a7b8-...",
  "status": "queued",
  "created_at": "2026-04-20T14:33:05Z"
}

Next steps

Once the Sculptor job completes, chain any refinement step onto its submission_id. A Detailer pass is optional, not a prerequisite - you can remesh a Sculptor output directly to a new triangle count, generate textures on it, or detail it. sculptor → remesh is a valid path on its own.

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