Overview
Layer supports a growing suite of 3D generation and refinement features through integrations with leading providers. While our focus areas are on 2d and video workflows at the moment and are in strong conviction that 3D improvements are on the way at the foundational model, we think it's important to maintain a strong baseline 3D offering. This document outlines our supported capabilities, provider coverage, and upcoming improvements.
Providers and Capabilities Matrix
Provider | Im-to-3D | Text-to-3D | Parts | Remesh | Retopology | Rigging | Texturization | Quads |
Tripo | ✅ | ✅ | ☑️ | ☑️ | ✔️ | ☑️ | ❌ | ✅ |
Rodin | ✅ | ✅ | ❌ | ❌ | ✔️ | ❌ | ✅ | ✅ |
Meshy | ✅ | ✅ | ❌ | ✅ | ❌ | ❌ | ✅ | ✅ |
AnythingWorld | ❌ | ❌ | ❌ | ❌ | ❌ | ✅ | ❌ | ❌ |
Hunyuan | ✅ | ❌ | ✅ | ❌ | ❌ | ❌ | ❌ | ❌ |
Trellis | ✅ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ |
Seed 3D | ✅ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ |
✅ = Fully supported ☑️ = Limited (provider-specific meshes only) ✔️ = Partial ❌ = Not supported
Provider Details
Tripo (VAST)
Strengths: Stable mesh generation, consistent topology, supports parts generation.
Weaknesses: Poorer UV mapping.
Rodin (Deemos)
Strengths: Good visual and UV quality.
Weaknesses: Lacks advanced services beyond generation.
Meshy
Strengths: Best out-of-box visual quality; wide suite (retexturing, animation, remeshing).
Weaknesses: Poorer UV maps.
AnythingWorld
Strengths: Rigging and animation automation; character-oriented.
Hunyuan (Bytedance)
Strengths: Unique features - Parts and Worlds generation.
Weaknesses: Limited generation coverage.
Trellis (Microsoft)
Strengths: Fast inference, improved UV quality.
Weaknesses: No quad support; limited Parts access.
Seed 3D
Strengths: Early-stage model with potential visual quality.
Weaknesses: Limited feature set
Key Feature Areas
HD Textures: high definition texture generation
Low Poly Generations: allow generating models with lower poly count, good for mobile games.
Retexturization: Generate new textures for existing models (UV-mapped or not).
Rigging / Animation: Assign bones and motion data to models for animation.
Parts Generation: Definition: Segment models into editable sub-meshes (arms, legs, torso).
Worlds Generation* : Generate 3D scenes from single images.
R&D phase for game scenes & environment generations.
UVs, Topology, and Simplification
Process | Definition | Layer status |
UV Unwrapping | Flattening geometry for texturing | Supported via ost models some provide cleaner outputs than others |
Remeshing / Retopologization* | Cleaning polygon structure for uniformity or semantic density | Not supported. Pls submit your request via [email protected] |
Output Formats
Type | Formats | Layer status |
Geometry |
| Supported. Ideal for raw vertex and normal data. |
Textured |
| Supported. Preferred for browser rendering and provider outputs. |
Engine-ready |
| Not supported. Ideal for Unreal/Unity; requires conversion to/from GLB for web preview. Pls submit your request via [email protected] |
CAD |
| Not supported. Pls submit your request via [email protected] |
