Rodin Hyper3D Bang!: The Essentials
Last updated: July 28, 2026
Rodin Hyper3D Bang! is a 3D-to-3D tool that takes a finished mesh and breaks it into separate, semantically meaningful parts, then regenerates fresh PBR materials for every part in a single pass. Most part-splitters only carry the existing texture across the cut lines. Bang! re-derives the materials as it splits, so each component comes back clean, individually textured, and ready to rig, swap, or kitbash.
You give it two things: the 3D model to split, and a reference image that guides how the new materials should look. A splitting strength dial controls how finely the model is divided, and you choose the material export mode and texture resolution.
When to Use Bang!
Reach for Bang! when you want an existing single-mesh asset turned into editable, individually textured components in one step. It is the right tool for breaking a character away from its gear, separating a vehicle into body and moving parts, or splitting a prop set into its individual objects, with materials regenerated per part.
If all you need is geometry segmentation and you want to keep the original texture untouched, a plain segmentation model is a lighter choice. Bang! earns its place when the value is in the split and the fresh per-part materials together.
How to Use the Model
1. Pick the 3D model you want to split and load it into the 3D Model input. Any finished mesh works, whether it came from an image-to-3D model on Scenario or from your own pipeline.
2. Add a reference image that shows how the object should look. Bang! uses it to regenerate materials for the new parts, so a clean, well-lit view of the same subject gives the best result. If you generated the mesh from an image, reuse that image here.
3. Set the splitting strength. Lower values give a few large components, higher values break the model into many finer parts.
4. Choose a material mode and a texture resolution, then run. The output is a single asset whose parts are separated and individually textured, selectable in the Scenario 3D viewer.
Parameters
3D Model
The mesh to split into parts. This is the object Bang! analyzes and divides. Required.
Reference Image
The image that guides material regeneration for the split parts. Use a clean view of the same subject. When you built the mesh from an image, feeding that same image back gives the most faithful materials.
Texture Prompt
An optional text description that guides the split and the materials when you are not leaning on a reference image. Describe the object, not the file format.
Strength
Splitting strength, from 2 to 12. Lower values produce a few large components; higher values divide the model into many finer parts. In the robot crab example below the strength is pushed to 12 for a fine breakdown, while the character examples sit in the middle of the range.
Material
The material export mode for the split parts. PBR returns physically based materials for game and film pipelines. Shaded bakes lighting into the texture. None exports geometry only, with no materials. All exports the full set.
Resolution
Texture resolution for the regenerated materials. Basic is 2K and High is 4K. Reach for High when the parts will be seen up close.
Examples
Each clip is a turntable of a Bang! output. The models spin as a single asset; open any of them on Scenario to select and inspect the individual parts. Every source mesh here was generated on Scenario, then split and retextured by Bang!.
A character split away from its gear. The armored frog keeps its helmet, pack, and limbs as separate, individually textured parts.
Armored frog character, split at strength 9, PBR, 4K · Open on Scenario
Strength pushed to 12 on a hard-surface mech, for a fine breakdown into shells, joints, and limbs.
Robot crab, split at strength 12, PBR, 4K · Open on Scenario
A multi-object scene separated into its props: the book, the candle, and the lantern each become their own part.
Tabletop prop set, split at strength 9, PBR, 4K · Open on Scenario
A detailed sculpture broken into its structural pieces, with materials regenerated per part.
Dragon and pagoda statue, split at strength 10, PBR, 4K · Open on Scenario
Use Cases
Rigging prep: separate a character from its armor, weapon, and accessories so each can be weighted and animated on its own.
Per-part texturing and material swaps: with parts split and individually textured, you can recolor or re-material one component without touching the rest.
Kitbashing and modular sets: turn a single prop or scene into a library of reusable parts.
Game and film pipelines: bring editable, part-separated, PBR-textured assets into your engine or DCC tool.
Tips
Match the reference image to the mesh. The closer the reference is to the object you are splitting, the more faithful the regenerated materials. Reusing the exact image the mesh was generated from works best.
Tune strength to the object. Characters with a few clear pieces do well in the middle of the range; busy hard-surface models and multi-object scenes benefit from a higher strength.
Use High resolution for hero assets and keep Basic for quick iterations.
Open the result in the Scenario 3D viewer to confirm the part breakdown before you take it downstream.
Known Limitations
A reference image is expected. Bang! leans on it to regenerate materials, so give it a clean view of the subject for the best result.
Some source meshes are rejected. Certain input meshes fail to process on the provider side, and retrying with the same mesh tends to fail the same way. In our testing, meshes from Hunyuan 3D were the most reliable inputs. If a specific mesh will not process, regenerate or re-export it and try again.
The turntable shows the assembled model. Browsers do not render the individual parts inline, so the preview spins the whole object. Open the asset in the Scenario 3D viewer to select and inspect each part.