> For the complete documentation index, see [llms.txt](https://docs.projectsim.ai/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.projectsim.ai/creating-assets/parameters.md).

# Parameters

Standard, Measured, and High-fidelity accept optional `params` to control mesh, texture, and physics settings. High-fidelity also supports `params.variation`. Each API reference page shows only the options relevant to that endpoint.

Procedural accepts the same `params` shape, but only `physics.body` and `physics.articulated` steer its generation; mesh, texture, and variation settings are managed by its pipeline. Omit `params` or individual fields to use defaults; the resolved values are recorded in `effective_params`.

## `mesh`

### `mesh.quality`

Controls mesh density (the polygon budget). The pipeline reconstructs at high detail and then decimates down to the tier you pick; topology is always triangles. There's no tier above `standard` — `quality` only reduces from there.

| Options                | Notes                                                                                         |
| ---------------------- | --------------------------------------------------------------------------------------------- |
| `standard` *(default)* | Full delivered detail. Choose for hero or close-up assets, or when polycount isn't a concern. |
| `low`                  | Fewer polygons. Choose when placing many assets in a scene, or to lighten runtime/sim cost.   |
| `ultra_low`            | Minimum polygons. Choose for background or distractor objects, or a strict real-time budget.  |

## `texture`

### `texture.resolution`

Higher resolution means sharper close-ups but larger files and more GPU memory.

| Options                 | Notes                                                                                    |
| ----------------------- | ---------------------------------------------------------------------------------------- |
| `1024` (1K)             | Smallest maps. Choose for many or background assets; minimal VRAM/file size.             |
| `2048` (2K)             | Light. Choose for mid-distance assets.                                                   |
| `4096` (4K) *(default)* | Sharp at normal distance. A good general default.                                        |
| `8192` (8K)             | Highest detail. Choose for hero assets seen close up, when you can afford the size/VRAM. |

## `physics`

The sim-ready block. Its fields are validated together before any expensive work runs — an unsupported combination is a `422` that lists valid choices.

The simulator output formats and collision choices below apply to Standard, Measured, and High-fidelity. Procedural currently exports rigid-body USD with its own collision construction; its accepted `simulator` and `collision` values do not yet change that output.

### `physics.simulator`

The target runtime. **It also determines the native output format** — you don't request a format directly. One simulator per request; for a second runtime, send a second request.

| Options                       | Notes                                                                                                                                        |
| ----------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| `isaac_sim_physx` *(default)* | Native output: **USD**. NVIDIA Isaac Sim on the PhysX engine — the general-purpose default.                                                  |
| `isaac_sim_newton`            | Native output: **USD**. Isaac Sim on the Newton engine.                                                                                      |
| `mujoco`                      | Native output: **MJCF**. MuJoCo. Rigid bodies only.                                                                                          |
| `sapien`                      | Native output: **URDF**. SAPIEN. Rigid bodies only.                                                                                          |
| `genesis`                     | Native output: **USD**. Genesis.                                                                                                             |
| `agnostic`                    | Native output: **FBX + GLB + physics sidecar (JSON)**. Choose for Unreal, Unity, a custom engine, or any portable output. Rigid bodies only. |

### `physics.body`

Body behavior lives at **`params.physics.body`** on every create endpoint. Standard, Measured, and High-fidelity support both values below; Procedural supports only `rigid`. Variation sets no longer accept a top-level `body` field — sending one is a `422`.

| Options             | Notes                                                                                                                                            |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| `rigid` *(default)* | Bodies preserve their shape; skips deformable authoring. Choose for most props.                                                                  |
| `deformable`        | Soft-body / FEM authoring. Choose for cloth, foam and other soft objects. Isaac (PhysX/Newton) and Genesis only, and requires `collision: auto`. |

### `physics.collision`

The collision shape the simulator uses for contact — separate from the visual mesh.

| Options                | Notes                                                                                                                                             |
| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| `auto` *(default)*     | The server picks a reasonable shape. Choose when unsure, or when you need `deformable` (which requires `auto`).                                   |
| `convex_hull`          | One convex shell around the object. Cheapest convex option; fills concavities (a mug becomes solid). Choose for roughly convex objects.           |
| `convex_decomposition` | Several convex pieces approximating the shape. Choose when concave features matter — handles, openings, recesses.                                 |
| `coacd`                | Collision-aware convex decomposition; cleaner, more faithful splits. Choose for complex concave geometry where plain decomposition is too coarse. |
| `bounding_box`         | A single oriented box. Cheapest and least accurate. Choose for boxes, pallets, totes, or coarse background collision.                             |
| `sdf`                  | Signed-distance field; the most accurate contact. Choose for precise, contact-rich sims. Isaac PhysX/Newton only.                                 |

## `variation` — high-fidelity sets only

Steers the image generator on a [high-fidelity set](/creating-assets/high-fidelity-variation-set.md); ignored everywhere else.

Define the subject with `seed.images`, `seed.text`, or both. Optional `seed.variation_references` (up to 8 images) provide style, palette, or detail cues alongside any of those input combinations; they belong under `seed`.

### `variation.variation_type`

| Options               | Notes                                                                                                     |
| --------------------- | --------------------------------------------------------------------------------------------------------- |
| `general` *(default)* | Varies shape and appearance. Choose when you want genuinely different variants.                           |
| `texture`             | Varies surface only — never shape or size. Choose for consistent geometry with material/colour diversity. |

### `variation.wildness`

| Options                | Notes                                                  |
| ---------------------- | ------------------------------------------------------ |
| `subtle`               | Small departures from the reference — near-duplicates. |
| `moderate` *(default)* | Balanced diversity.                                    |
| `bold`                 | Strong departures.                                     |
| `wild`                 | Maximum diversity.                                     |

## `physics.articulated` — procedural sets only

Articulation controls joints separately from body behavior. [Procedural variation sets](/creating-assets/procedural-variation-set.md) use `body: rigid` with one of these choices:

| Options            | Notes                                                                                   |
| ------------------ | --------------------------------------------------------------------------------------- |
| `true` *(default)* | Request independently moving rigid parts connected by joints, such as doors or drawers. |
| `false`            | Request a jointless rigid asset.                                                        |

Standard, Measured, and High-fidelity produce non-articulated assets and reject this field, even when set to `false`. `articulated` is not a `body` value.

To migrate an older procedural request, replace top-level `body: articulated` with `params.physics: {"body": "rigid", "articulated": true}`. For old `body: rigid` requests, use `articulated: false`. For High-fidelity, move the existing `rigid` or `deformable` choice into `params.physics.body`.
