Code-native 3D generation — assets are executable programs, not opaque meshes.
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Nova3D generates 3D assets as executable construction procedures. Instead of emitting a single fused mesh, the pipeline writes Blender-native Python that compiles to a structured GLB with named, separately addressable parts, a real assembly hierarchy, joint pivots, and PBR materials.
The asset's source of truth is the program; the mesh is just its compiled output. Because anything coded is programmable, every generated object is born inspectable, addressable, editable, and animatable — properties a baked mesh cannot natively expose.
This is architecturally different from diffusion-based generators (Meshy, Tripo, Rodin), which extract a single merged mesh with no part boundaries, and from CSG/OpenSCAD systems, which guarantee solids but cap out on organic shapes, hierarchy, and materials. Nova3D uses Blender's scene graph as the native representation — a strict superset of both.
The web client lives in app/ and connects to the hosted Nova3D service — no local backend required. See app/README.md for prerequisites, setup, features, and troubleshooting.
This repository is the home for Nova3D's open clients and integrations. The hosted generation backend is (currently) closed-source.
Nova3D/
├── app/ # Flutter/Dart web client · see app/README.md
├── mcp/ # Nova3D MCP server · see mcp/README.md
├── blender-plugin/ # Blender plugin (coming soon)
├── claude-skills/ # Claude skills (coming soon)
├── docs/ # architecture & the "3D as code" thesis (coming soon)
└── examples/ # gallery of generated assets + their source programs (coming soon)
Surfaces are being moved in one at a time. Today the client app lives in
app/.
☝️ Prompt: Make a washing machine with detailed internal mechanics
☝️ Side-by-side with TRELLIS and Hunyuan3D. Nova3D is optimized for structured asset generation, but the advantage is not limited to multipart editing — it also shows stronger single-asset fidelity: cleaner silhouette control, sharper feature delineation, and more coherent surface transitions. Explicit part structure is an added capability, not a quality tradeoff.
☝️ Part-aware comparison with NVIDIA PartPacker and Tripo. Nova3D preserves discrete components as independently addressable objects with stable boundaries, clearer instance separation, and better edit locality — assets stay actionable after generation (inspect, regenerate, restyle, articulate, export) without collapsing back into one undifferentiated mesh.
Textured, as delivered — Nova3D vs the mesh-native generators (Meshy, TRELLIS.2, TripoSG).
Wireframe (mesh topology). Nova3D builds clean parts — internal structure is visible; the diffusion models output dense isosurface meshes.
Every visually distinct component is its own named, editable mesh, grouped into named sub-assemblies — and prompt-stated counts and dimensions hold up when measured back from the result.
*Nova3D never builds a fused mesh in the first place — every component is generated as its own named, watertight part, so any piece can be selected, retextured, replaced, or rigged on its own. The others can only approximate this afterward: PartCrafter returns a handful of unnamed chunks, and CubePart must be handed the part names, then slices a finished mesh into capped, approximate regions. *
Parts don't just have names — they're wired into a labeled assembly tree with a joint pivot at every articulation point. This robot arm exports as a depth-7 kinematic chain: rotating any pivot moves its whole subtree. The program writes that tree itself; mesh generators export a flat list with nothing to grab or rig.
Rigging is an additive code pass: joints are added at real pivots referencing parts the program already named — the existing geometry never moves.
Each part gets its own UV chart, auto-packed into one clean, non-overlapping atlas grouped by sub-assembly.
1. Script-native, not mesh-native. Most AI 3D generators do image-to-3D diffusion. Nova3D is prompt-to-code / image-to-code, targeting Blender's API — which yields a logical named hierarchy, surgical edits (change the handle without regenerating the cup), and proper PBR materials instead of baked vertex colors.
2. Model-agnostic. Nova3D is a generation harness. Swap providers (OpenRouter, OpenAI, Anthropic, Gemini) via the settings menu; the pipeline handles validation and execution regardless of which LLM writes the code.
3. Precision + organic flow. Unlike pure CSG/OpenSCAD systems that struggle with organic shapes, Nova3D leverages Blender's full modifier suite (subdivision, sculpting, booleans) for high-fidelity models.
MIT © RareSense. The clients and integrations in this repository are open-source; the hosted generation backend is proprietary.
Built on the same engine powering FormaNova for specialized jewelry CAD.

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