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GLB optimizer: Inspect a GLB without changing it: triangles, draw calls, materials, texture memory, animations, glTF validator errors, and concrete suggestions to make it lighter. Full schema: https://rengi.dev/v1/glb-optimizer/schema

Category
Service
Networks
Base
Starting price
$0.05
Paid calls, 30 days
34

Paid endpoints

30 endpoints, sorted by usage. Prices are per request.

EndpointPriceNetworkCalls / 30d
POST/v1/sprite-tools/slice

Sprite tools: Cut a sprite sheet into frames by grid or by transparent gaps; frame PNGs plus a ZIP. Full schema: https://rengi.dev/v1/sprite-tools/schema

$0.05Base4
POST/v1/glb-optimizer/inspect

GLB optimizer: Inspect a GLB without changing it: triangles, draw calls, materials, texture memory, animations, glTF validator errors, and concrete suggestions to make it lighter. Full schema: https://rengi.dev/v1/glb-optimizer/schema

$0.05Base2
POST/v1/audio-tools/clean

Audio tools: Trim silence, normalize loudness to a LUFS target with a -1 dBTP ceiling, add anti-click fades and convert (ogg, wav, mp3; mono for SFX). Returns the file, a waveform and measured stats. Full schema: https://rengi.dev/v1/audio-tools/schema

$0.05Base1
POST/v1/audio-tools/loop

Audio tools: Turn music or ambience into a seamless loop: cuts at zero crossings and crossfades the end into the start with an equal-power curve. Returns the loop, a 3x preview and loop points in samples. Full schema: https://rengi.dev/v1/audio-tools/schema

$0.10Base1
POST/v1/audio-tools/variations

Audio tools: Make 2-12 variations of one sound effect with small pitch and volume changes, so repeated footsteps or hits do not sound copy-pasted. Returns each file and a ZIP. Full schema: https://rengi.dev/v1/audio-tools/schema

$0.10Base1
POST/v1/audio-tools/voice

Audio tools: Make a voice recording or TTS take game-ready: rumble high-passed, noise reduced against the measured floor, sibilance tamed, dialogue loudness (-18 LUFS) with a -1 dBTP ceiling, and a long take split into one file per phrase with a CSV cue sheet. Full schema: https://rengi.dev/v1/audio-tools/schema

$0.10Base1
POST/v1/font-tools/bitmap

Font tools: Bitmap font from a TTF/OTF: atlas PNG, BMFont .fnt with kerning, JSON and a preview of a sample line. Pixel mode snaps glyphs to whole pixels with no antialiasing. Full schema: https://rengi.dev/v1/font-tools/schema

$0.10Base1
POST/v1/glb-optimizer/colliders

GLB optimizer: Collision for a model: a set of convex hulls that hug the shape (V-HACD), ready for Godot (-convcolonly nodes), Unreal (UCX_ names) and Unity (convex MeshColliders via an editor script), plus hulls.json for any engine and a see-through overlay to check. Full schema: https://rengi.dev/v1/glb-optimizer/schema

$0.15Base1
POST/v1/glb-optimizer/lod

GLB optimizer: Generate a LOD chain from a GLB (default 100/50/25/10% of triangles) with locked borders so UV seams and silhouettes hold; one GLB per level, a side-by-side render and Unity LODGroup transition heights. Full schema: https://rengi.dev/v1/glb-optimizer/schema

$0.20Base1
POST/v1/glb-optimizer/optimize

GLB optimizer: Shrink a GLB (up to 10 MB) for web or mobile: dedup, join draw calls, gentle simplify, textures to WebP at a max size, meshopt or Draco compression; before/after renders, size report and loader notes for three.js and Unity. Full schema: https://rengi.dev/v1/glb-optimizer/schema

$0.20Base1
POST/v1/glb-optimizer/optimize-large

GLB optimizer: Shrink a large GLB (up to 50 MB) for web or mobile, same pipeline as optimize: dedup, join, simplify, WebP textures, meshopt or Draco. Full schema: https://rengi.dev/v1/glb-optimizer/schema

$0.50Base1
POST/v1/leaderboard/boards

Leaderboard: Create a board with 100,000 submissions and 365 days; returns keys and a ready JS snippet. Full schema: https://rengi.dev/v1/leaderboard/schema

$1.0Base1
POST/v1/leaderboard/topup

Leaderboard: Add 100,000 submissions and 365 days to a board. Full schema: https://rengi.dev/v1/leaderboard/schema

$1.0Base1
POST/v1/level-design/place

Level design: Dress a level: placements for every zone, previews and a 3D viewer link. Full schema: https://rengi.dev/v1/level-design/schema

$1.0Base1
POST/v1/level-design/place-2d

Level design: Fill a 2D tilemap: terrain with proper corner transitions, decorations, obstacles and multi-tile stamps; Tiled .tmj, Unity Tilemap JSON and a preview. Full schema: https://rengi.dev/v1/level-design/schema

$1.0Base1
POST/v1/level-design/revise

Level design: Change a placed level with an instruction or structured zone edits; untouched zones keep their exact transforms. Full schema: https://rengi.dev/v1/level-design/schema

$0.50Base1
POST/v1/level-design/revise-2d

Level design: Change a 2D map by instruction or zone edits; untouched zones keep their tiles. Full schema: https://rengi.dev/v1/level-design/schema

$0.30Base1
POST/v1/sprite-tools/autotile

Sprite tools: Two terrain textures (grass over dirt, sand over water) to a full 47-tile autotile set with natural, seamless edges, outer and inner corners, plus ready rules: Tiled wang set, Godot 4 TileSet terrains, Unity Rule Tile (editor script), JSON, and a painted preview map. Full schema: https://rengi.dev/v1/sprite-tools/schema

$0.15Base1
POST/v1/sprite-tools/normal-map

Sprite tools: Normal map for a sprite or sprite sheet, for 2D lights in Unity URP 2D and Godot: a rounded bevel from the silhouette plus surface detail, alpha kept, OpenGL or DirectX; a height map and a preview lit by a moving light. Full schema: https://rengi.dev/v1/sprite-tools/schema

$0.05Base1
POST/v1/sprite-tools/pack

Sprite tools: Pack frames into one atlas (MaxRects) with padding and edge extrusion; TexturePacker JSON and Unity JSON. Full schema: https://rengi.dev/v1/sprite-tools/schema

$0.05Base1
POST/v1/sprite-tools/pixelate

Sprite tools: Clean pixel art: find the true pixel grid, downscale to it, snap to a palette, hard alpha. Full schema: https://rengi.dev/v1/sprite-tools/schema

$0.10Base1
POST/v1/sprite-tools/remove-bg

Sprite tools: Cut a sprite, prop or character out of its background: exact keying for one-color backgrounds (text and holes too), AI segmentation for busy ones; clean edges with no halo, trimmed, with a pivot. AI mode handles one main subject, not text on photos. Full schema: https://rengi.dev/v1/sprite-tools/schema

$0.05Base1
POST/v1/sprite-tools/video-to-sheet

Sprite tools: Turn an animation video or GIF (from Kling, Veo, Sora or a capture) into a sprite sheet: frames at your fps, background removed, every frame aligned to one box and pivot so it does not jitter, the best loop point, TexturePacker JSON, Godot SpriteFrames and a GIF preview. Full schema: https://rengi.dev/v1/sprite-tools/schema

$0.15Base1
POST/v1/store-assets/icons

Store assets: App icons from one square art: iOS 1024 with Contents.json, Android adaptive icon layers at every density plus legacy and Play Store 512, and web favicons with a manifest snippet. Preview with the masks launchers apply. Full schema: https://rengi.dev/v1/store-assets/schema

$0.10Base1
POST/v1/store-assets/steam

Store assets: Every Steam store and library capsule from one key art at the exact required sizes: logo composited per Steam rules, Library Hero without logo, separate transparent Library Logo, page background, a contact sheet and a ZIP. Full schema: https://rengi.dev/v1/store-assets/schema

$0.20Base1
POST/v1/store-assets/stores

Store assets: One key art and logo to the store images beyond Steam: itch.io cover 630x500, Google Play feature graphic 1024x500, Epic landscape 2560x1440 and portrait 1200x1600; gameplay screenshots fitted to Google Play 1920x1080 and App Store iPhone 6.9", 6.3" and iPad 13" sizes without stretching, no alpha where stores reject it. Full schema: https://rengi.dev/v1/store-assets/schema

$0.20Base1
POST/v1/texture-tools/atlas

Texture tools: Pack textures into one atlas with edge-filled gutters so mipmaps do not bleed; UV rects for bottom-left (Unity, OpenGL) and top-left (DirectX, Unreal) origins. Full schema: https://rengi.dev/v1/texture-tools/schema

$0.05Base1
POST/v1/texture-tools/pack

Texture tools: Pack grayscale maps into one texture for an engine preset: Unreal ORM, Unity URP metallic/smoothness, Unity HDRP mask map. Missing maps get sensible constants. Full schema: https://rengi.dev/v1/texture-tools/schema

$0.05Base1
POST/v1/texture-tools/pbr

Texture tools: PBR maps from one albedo image: normal (OpenGL for Unity/three.js and DirectX for Unreal), 16-bit height, roughness and ambient occlusion, plus a lit preview. Full schema: https://rengi.dev/v1/texture-tools/schema

$0.15Base1
POST/v1/texture-tools/seamless

Texture tools: Make a texture tile without visible seams: removes baked lighting, hides the seam along the path where the image already matches. Returns the tile and a 2x2 preview. Full schema: https://rengi.dev/v1/texture-tools/schema

$0.10Base1

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