# img2threejs > Image to Three.js Converter for editable procedural TypeScript and JSON starting points. ## Product facts - Agent mode accepts one primary PNG or JPEG plus up to two optional reference views of the same subject. - It is best suited to one clear, isolated hard-surface object with readable edges and limited occlusion. - The output is a simplified procedural Three.js scene with named parts, editable TypeScript, and a structured JSON build specification. - Hidden backs, undersides, scale, and obscured connections are inferred from limited evidence; they are not measured. - It is not photogrammetry and does not promise a photo-grade mesh or exact likeness from one image. - GLB, OBJ, and STL export are not currently offered. - Agent mode runs cloud render, compare, and revision passes; the quote is shown before credits are reserved. ## Pages - [img2threejs Online Converter](https://img2threejs.com): Use the online converter to turn one clear object image into an editable procedural Three.js model - [Image to Three.js Guides](https://img2threejs.com/blog): Image-to-3D, procedural modeling, and Three.js guides - [Support and Contact](https://img2threejs.com/support): Contact details, issue-reporting guidance, and current support-email status - [Privacy Policy](https://img2threejs.com/privacy-policy): How reference images, technical data, and generated output are processed - [Terms of Service](https://img2threejs.com/terms-of-service): Terms for using the online converter and its generated output ## Languages - [English](https://img2threejs.com/): Default-language product and guide pages - [简体中文](https://img2threejs.com/zh): 中文产品页、使用说明与指南 - [日本語](https://img2threejs.com/ja): 日本語の製品ページ、利用案内、ガイド ## Blog Posts ### How to Turn an Image into a Three.js Scene URL: https://img2threejs.com/blog/how-to-turn-an-image-into-threejs Description: A practical comparison of relief mapping, AI mesh generation, photogrammetry, and procedural Three.js reconstruction. There is no single correct way to turn an image into 3D. The right pipeline depends on what you need to ship. #### Use a depth relief for fast web effects A textured plane with a height or displacement map is fast, interactive, and easy to render in Three.js. It works well for hero sections, cards, motion graphics, and shallow product depth. It does not create correct hidden geometry. #### Use multi-view capture for measured geometry Photogrammetry and neural reconstruction work best when you have many views with good overlap. They can produce a real mesh, but cleanup, topology, materials, and web optimization remain separate jobs. #### Use procedural reconstruction when code matters If the result needs editable parts, pivots, sockets, colliders, or animation-ready structure, rebuild the subject from primitives and generated geometry. A good workflow starts with a component and material spec, then renders and reviews one pass at a time. #### Keep the output honest A single image cannot reveal the back of an object. A useful tool should state what it inferred, what it measured, and what still needs another reference view. --- ### What One Image Cannot Tell You About a 3D Object URL: https://img2threejs.com/blog/single-image-to-3d-limitations Description: Understand hidden surfaces, scale ambiguity, lighting, materials, and the practical limits of single-image 3D reconstruction. Single-image 3D tools are useful, but every result contains assumptions. #### Hidden surfaces are inferred The back, underside, and occluded joints are not visible. A system can mirror the front, use category priors, or ask for another view, but it cannot measure pixels that do not exist. #### Scale is ambiguous Without a known reference, a small toy and a full-size object can project to the same image. The model can preserve proportions while still getting real-world scale wrong. #### Lighting is mixed with material A dark pixel may be paint, shadow, dirt, or an inward-facing surface. Reliable reconstruction separates albedo, roughness, normal response, and illumination instead of copying color into every material channel. #### Review loops matter For procedural Three.js work, the most valuable step is a side-by-side render review. Fix the sculpt spec when the structure is wrong; fix the code when the specification is sound but the render misses the reference. ---