Welcome to the Create it REAL Developer Portal! Create it REAL developer portal is a one stop shop that provides an opportunity for innovation using Create it REAL's APIs to deliver innovative services such as Slicing as a service. This documentation is created to provide you all the information you need to connect to Create it REAL APIs.
We recommend you go ahead and try our Sandbox:

  • You can start playing with the Sandbox to better understand what can be accomplished with each endpoint.

Enjoy Create it REAL's REALvision API.


Documentation Conventions

Endpoints are described with an HTTP method and a path.

POST /ws/tasks

Prepend the REALvision API URL to the path to get the full endpoint URL. Example:


Curly brackets, {}, in the path indicate a placeholder value that you must replace. Example:

GET /ws/tasks/{taskId}
This API is a REST Api that mainly uses the JSON format, which means that the requests should have a Content-Type of application/json. It basically means that the body of the requests you send (Other then GET requests which don't have a body), must be raw JSON data. It also means that the response you get from this API will almost always be in JSON.

Error codes & Responses

HTTP Code Description
200 OK Successful request.
400 BadRequest The request sent by the user is wrong in some way.
404 NotFound No elements found with the given information.
401 Access Denied Your credentials don’t allow you to access this information or have expired.
500 Internal Server Error Internal server error.

In addition to the HTTP Error Codes you receive in the headers of the response, the body of the response will contain a JSON error object with more information on what exactly went wrong. The JSON response will have the following schema:

You can use the errorCode property for error handeling on your front-end application. Each error has an explination message that explain what exactly went wrong.
Most of the errors are related to unauthorized access, wrong input or a malformed request. Some are related to the slicer, this is a list of the possible errorCodes that you might receive:
Error Code Description
URE000 The body of the request is missing something or is not well constructed
URE001 Wrong file extension, please provide an Workspace file (.rvwj)
URE002 Wrong config file extension, please provide a workstation file with the following extension: .xml
URE003 The configs file for the printer requested could not be found.
URE004 The configs file provided is null or empty
URE005 The TaskId provided is not valid, please provide a valid TaskId
URE006 File not found, please provide a valid TaskId
URE007 The TaskId provided is already in use, to check the progress of the slicing task, call the /GetProgress endpoint.
SF000 The slicing task failed, please try again later

Sign up and login

To start developing with our APIs, you’ll need to sign up for a developer account. Here is what you do:

  1. Go to the Sign up page.
  2. Fill in your information and complete the captcha challenge then click on the blue Sign up button.
  3. Next, you'll automatically recieve a confirmation email so that we can verify your email. Please check your inbox and click on the confirmation link in the email you received.
  4. You'll be redirected to a page where you will re-enter your password and click on Sign up.
  5. Congratulations, you are now signed up and you can login in anytime using your email and password.

Request a Subscription Key

Now that you are signed up, you can login to the Developer portal at anytime using your email and password.

That being the case, the next step is to request a Subscription Key by following these steps:

  1. When you login to the developer portal, go to the Products page.
  2. Each Product contains a set of APIs. And you, as a developer, subscribe to a Product and not an API. That way, you can use one subscription key for several APIs in case you were given access to more then one api.
  3. Choose a product from the list.
  4. You'll be redirected to a page where you can see the APIs available in that product, that's also where you will be subscribing to one of our Products.
  5. Enter the name you'd like to give the subscription. You'll notice a blue Subscribe button to the right. Click on it.

Congratulations, you just subscribed to the REALvision Online product. However, you'll need the approval of the API team first before you could receive the Subscription Key and start calling the API.

Once your subscription request is approved, you will recieve an email notification with all the details needed to start consuming the API.

Obtain the Subscription Key

You're getting closer to finally getting a Subscription Key, the next steps assume you have been granted approval to use our APIs by the API Team. If you were granted approval, you will have received a notification email notifying you that your request has been accepted.

That being the case, the next step is to get a Subscription Key by following these steps:

  1. Go to your Profile page.
  2. You'll see information about you and your subscriptions. You'll see that the Subscription Key is hidden with "xxxxxxxxx ....". To see and copy the Subscription Key, click on show.

Congratulations, you now have a Subscription Key that you can use to consume our APIs.

What's next?

Now that you have an API key, you'll be able to consume our APIs freely.

You want more details ?
  • To start testing the endpoints online, head to: Sandbox


This API heavily depends on how much you understand a Workspace file. We decided to use the Workspace file for this API due to many reasons, chief among them is tha fact that STL files lack a lot of information needed to slice a 3D Object:

  • Positionning
  • Scale
  • Rotation
  • Material Color
  • Relative positionning in relation to other objects (Comes in handy when using Modifiers )

Hence, the Workspace specification was born. It is designed to include all the information above and more.

REALvision Workspace Specification

This section describes the structure of a REALvision Workspace file and gives you a tool you can use to easily generate a Workspace file given an STL file.

To download an example workspace file, click : cubetest.rvwj

To understand the structure of that same example workspace file, keep reading.

  • Note 01 :

    Workspace files have the extension: .rvwj, they use the JSON format. Comments are not allowed in JSON files but they have been added in the following code snippet for documentation purposes. There is no need to use this code for testing because the same code without comments is provided above for testing.

  • Note 02 :

    By convention the Convex Hull (Bounds) and Model vertices should be in absolute coordinates, meaning that the object should have all transformations applied ("baked in") before generating the workspace.

  • Note 03:

    The position, rotation, scale and mirroring parameters in the file should be left at transformations the defaults and are only part of the file for legacy purposes.

Using Modifiers

This section describes how to use the Modifier feature.
But first, let's get a good handle on the concept.

What are Modifiers ?

A Modifier is an object with special settings. You can use it to modify a specific area of a different object. You do so just by overlapping the said Modifier object with a specific area of the object whose settings you want to modify. The modified object won't change its settings except for the area affected by the Modifier.

At the moment, Modifiers support changing one single setting which is the Infill Density. More settings coming in the future, settings like:
  • Infill Type
  • Resolution

A simple example to illustrate the Modifier feature would be taking two cubes: Cube A and Cube B. Both are objects, Cube A is a regular object and Cube B is a Modifier object.

Cube B has the power to change one of Cube A's settings, in this case, that setting is the Infill Density. Meaning, Cube B can change the Infill Density of Cube A in a limited area and NOT the entire object.
The area in which that change takes effect is limited to the intersection of the two objects.

Take a look at the following image:

You'll notice two cubes intersecting. The blue cube is Cube A. It's the cube whose settings we want to change in just a limited area and not in the entire object. The other grey cube, is the Modifier. It has an Infill Density that is different from Cube A's Infill Density.

To illustrate the feature, let's take a look at the infill of Cube A:

You'll notice that the Modifier disappeared, and that the intersection area has a different Infill Density.

And that is how you use Modifiers, some of the interseting use cases for this are:

  • Increase strength with higher infill density in fragile regions.
  • Decrease material waste in regions with no need for it.

Bonus example:

Hopefully, you now understand what are Modifiers and what are some use cases where they will come in handy. Next, let's learn how to actually use them in our Workspace API.

How to use Modifiers in the Workspace API ?

Long story short, you're going to need a Workspace file. That Workspace file should contain at least one model to slice and one Modifier model. Meaning, it should contain at least two models.
The Workspace file contains data about the models we're going to use. Technically speaking, it contains a property called models, it's an array that contains as many models as there would have been if we were using Realvision PRO or any other type of slicer.
So, each model in that array, has it's own data (properties). One of which is the metaData property that we are interested in.

The metaData property can be different depending on the type of model (Modifier vs Non-Modifier). And here are examples:

  • Example of a Modifier metaData

    "metaData": {
        "IsGroup": false,
        "Path": "",
        "Name": "cube.stl",
        "PrintingMaterial": 0,
        "Watertight": "PerformCheck",
            "FillDensityFactor": 0.9
        "SlicingPriority": 2

  • Example of an normal model metaData

    "metaData": {
        "IsGroup": false,
        "Path": "",
        "Name": "calicat.stl",
        "PrintingMaterial": 0,
        "Watertight": "PerformCheck",
        "SlicingPriority": 0

When using Modifiers there are a few golden rules to upholad:

  1. All models must have the SlicingPrioritydefined in their metaData:

    • All objects (the non-modifiers), have a priority of zero: 0
    • All modifiers must have a non-0 priority defining in which order their settings take priority (relevant when they overlap). Low numbers first, high numbers last.

  2. Assign a Modifier configuration to the modifier model using the Modifier property:

    The only modifiable setting we have available at the moment (more are coming) is FillDensityFactor, which is double defining the infill ratio in the range between 0.0 and 1.0, where 1.0 means completely solid, and 0.0means no infill.

For a full example of a Workspace file in which a Modifier is used, take a look at this file: Download

Point Cloud (Shore Values) format :

This section describes how to use the Point Cloud feature.

In the previous section, we took a look at how we can use a Modifier to change the Infill Density of a model. However, that Infill Density is constant throughout the whole Modifier. It's basically the same density in every single Point inside the Modifier. In other words, every point in the final object will have the same hardness.
What if we want to have a variable hardness for different points on the same object?
The good news is, you can do that. It's possible by using the Point Cloud feature along with a Modifier. Which we will explain in this section.

In the previous section, we used two cubes. one is a Modifier and the other is the model we want to slice. In this example, we will do something similar. Except, we won't be changing the properties of just one part of the model to slice. We will change it for the whole object, meaning that we will put the entire model to slice, inside the Modifier.

So, to recap what we have so far:

  • We're going to need two models: The model to slice + the Modifier.
  • The model to slice will be encapsulated by the Modifier.
  • The Modifier will have a special property that relates to the Point Cloud feature.
  • All of the above will be specified in a Workspace file.
Now, what special property?

In the previous section, we mentioned that the Workspace file contains a models property that contains the models that are relevant to the slicing task. Each model has its own metaData property, and it's different for Modifier vs Non-Modifier objects.
The Workspace file is almost the same when using the Point Cloud feature, the only difference is in the Modifier model's metaData:

  • The Modifier object will no longer have an FillDensityFactor property, hence the metaData -> Modifier object will be empty.
  • The Modifier object will have an additional property in its metaData called FileReference, it's a reference to the file containing the shore values. A concept we will explain in a bit.
In the meantime, here is an example of a Modifier object's metaData that uses the Point Cloud feature.

"metaData": {
    "IsGroup": false,
    "Path": "",
    "Name": "cube.stl",
    "PrintingMaterial": 0,
    "Watertight": "PerformCheck",
    "SlicingPriority": 2,
    "FileReference": "hardness_points.pc"

So far, we only explained how to use the Point Cloud feature in the Workspace file. But we haven't really delved into what is a Point Cloud or what are Shore Values. Well, to use the Point Cloud feature of our API, you're going to need to upload not just one file, but two. The two files are the Workspace file and the Shore Values (Point Cloud) file. The Point Cloud file is a binary file containing a 3 dimensional array of doubles, each number representing the hardness at that specific point in the grid. A Point Cloud of 3x3x3 voxels will have a voxel size of 1x1x1mm if the bounding box is defined by the points (0,0,0) and (3,3,3). If the same bounding box contained a 30x30x6 grid of voxels ( arrayDimensions), then the voxel size would be 0.1x0.1x0.5mm. You, as the user of the API need to specify the grid of voxels mentioned above. You do so when you use the POST /ws/tasks endpoint, by providing an array of 3 values in the property called arrayDimensions, if we continue on the example above, you would be providing the following values: arrayDimensions: [30, 30, 6].

A golden rule to be aware of is:
Make sure the FileReference mentioned in the Worksapce file is the same as the actual name of the Shore Values file.

Workspace Generator Tool

Now that you have somewhat of a good grasp on the structure of the workspace file, how about we generate some of them?

Second, let's download the tool.

Open up a CLI anywhere you like and clone the following Github repository:

git clone https://github.com/createitreal/wsgenerator

Next, navigate to the project folder you just clone and then execute the following command to install the dependencies of the project, there aren't many, so this shouldn't take too much time.

cd wsgenerator
npm install

We have prepared a few STL files for you to use for testing, they are stored in the ./assets/stls folder and they are the files we will be transforming into Workspace files.
The resulting workspace files will be stored in the ./assets/wsfiles folder.

npm start

What that command does is basically just run the index.js file, so it can be translated to a simple: node index.js

You'll get the following result:

> ws-generator@0.1.0 start C:\Users\ikteru\Desktop\Workspace Files Generator\github_wsgenerator\wsgenerator
> node index.js

File [ 20mm_cube.json ] successfully saved at [ C:\Users\{YOUR_USERNAME}\Desktop\wsgenerator\assets\wsfiles\20mm_cube.json ]
File [ calicat.json ] successfully saved at [ C:\Users\{YOUR_USERNAME}\Desktop\wsgenerator\assets\wsfiles\calicat.json ]

Congratulations, you just generated not one, but two workspace files.

Of course, information about the to be used to slice the STL file should be factored in the workspace generating process, and as a matter of fact, you can do that by changing the printer.json file in the ./configs folder.

We used one of the most common printers for this example: CR10.

The default values will work most of the time, but if you have a special case, feel free to contact us and we'll examine it and contact you.

Getting Started

Here, you're going to learn how to quickly start Slicing Workspace files on the cloud which is the main functionality of the REALvision API. But before we start, you're going to need the following prerequesites:

API Basic Tutorials

This section includes :

  • Information on the several API calls to make in order to slice an Workspace file in an easy to understand interaction flow diagram.
  • Basic general information on how to make HTTP calls to an API. It includes examples that are relevant to the REALvision API.
If you're already familiar with one or both of the above information. Feel free to skip to the Quick Start.

REALvision API flow:

This API's main functionality is Slicing Workspace or STL files. In other words, turning Workspace files into an Fcode file that Create it REAL powered 3D printers can understand, or a Gcode file that most other printers can understand including Create it REAL powered printers.

The whole process of doing that is illustrated in the following diagram:

General HTTP request information:

Generally speaking, when you make an API request, you specify 4 things:

  1. The HTTP Method:
    • GET
    • POST
    • PUT
    • DELETE
    • ....
  2. The API URL and the Endpoint(Resource) you're calling.



    In this case, the URL is
    and the resource is

  3. Parameters:

    Example: q in


  4. Authorization:

    Some APIs are secured and can't be called unless some type of Authorization to authenticate the caller is used. And to call a secured API, you need to include a Header called Authorization in the API request.

    "Authorization": "Bearer eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1N ... "

    There are several types of ways you can Authorize an HTTP request, the one used in the example above is called a Bearer Token and it's the one we'll be using for this API. Other types are :

    • No Auth
    • Bearer Token
    • Basic Auth (username and password)
    • Digest Auth
    • OAuth 1.0
    • OAuth 2.0
    • ...
  5. Headers:

    HTTP headers allow the client (Your application) and the server (The API) to pass additional information with the request or the response. They're usually used for Authentication and Caching purposes.
    The Authorization header illustrated in the example above is one of those Headers. In our case, we will be using both the Authorization header and our own custom header. Meaning that in order for you to call the API, you're going to include two Headers with the request.
    One of them will be called Ocp-Apim-Subscription-Key and it's value will be the Subscription key you received from us:

    "Ocp-Apim-Subscription-Key": "761iioaziui212ac6a49fd91156ef469c"
    (To request a Subscription Key, follow this tutorial. ).

    And the other one will be the Authorization header and its value will be the token you will receive from our Authorization server:

    "Authorization": "Bearer eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1NiIsIng1dCI6IkhCeGw5bUFlNmd4YXZDa2NvT1UyVEhzRE5hMCIsImtpZCI6IkhCeGw5bUFlNmd4YXZDa2NvT1UyVEhzRE5hMCJ9.eyJhdWQiOiJodHRwczovL2FwaS5jcmVhdGVpdHJlYWwuY29tLyIsImlzcyI6Imh0dHBzOi8vc3RzLndpbmRvd3MubmV0LzE4NmViOGRlLTAxZjQtNGM4Ny05ZDgzLTQ5NDYwMDlmMTc5MS8iLCJpYXQiOjE1NTYwOTQwMjMsIm5iZiI6MTU1NjA5NDAyMywiZXhwIjoxNTU2MDk3OTIzLCJhaW8iOiI0MlpnWUJDdU0vc1JkdGRyNTZ0MThRNExwVTAvQVFBPSIsImFwcGlkIjoiYzI5NjI2NDMtYTUzNC00ZDg0LWEyOTgtNmZiNzA5YWYxYmY0IiwiYXBwaWRhY3IiOiIxIiwiaWRwIjoiaHR0cHM6Ly9zdHMud2luZG93cy5uZXQvMTg2ZWI4ZGUtMDFmNC00Yzg3LTlkODMtNDk0NjAwOWYxNzkxLyIsIm9pZCI6ImViMDhmNzBjLWVlNzgtNDY1NS1hNWY0LWNmYThiYTMxNzY0MSIsInN1YiI6ImViMDhmNzBjLWVlNzgtNDY1NS1hNWY0LWNmYThiYTMxNzY0MSIsInRpZCI6IjE4NmViOGRlLTAxZjQtNGM4Ny05ZDgzLTQ5NDYwMDlmMTc5MSIsInV0aSI6InBITXZ2OHZUdWtLYlBLdllHRUpJQUEiLCJ2ZXIiOiIxLjAifQ.KNhVo49IWyxOQDrLsLRZPkLOg61zYPHwOLZ8ApsSU1-eoVl16iL5JmW_k046zH4M8miB70zPhXSDZEPY_0z07L27AuZoXyGEMAuz4n5yFhYJqLYreseFYjkvOoCKtOPUiXnduk0jF4pwSLEh94DN8LmiIrNFM_rKog04tXp2RBj5X5Z02M_fY7JLNMWmm5lX4DGZslolYv0xiA10wyyhkzefezfzfhmhbiJ9B_e8I7v9hqsFOFevZRsNURWQCXhnkcuXzbGNvOu_b-jSdXdFhJNvLHMks0iyKa7B6LXedemhgGtKz3gBdT989S6Bmvk-q7He8aq_5SgtsjAlLro30QPnR2TbfQ"
  6. Body:

    When you make a POST request, you usually send data with the request. But where is that data included? It's included in the Body of the request.
    However, how do we specify the type of the data that we will be sending? It can be JSON, it can be form-data, it can even be a binary file!
    Well, we do that using a Header called Content-Type. A POST request is typically sent via an HTML form and results in a change on the server. In this case, the content type is selected by putting the adequate string in the enctype attribute of the form element or the formenctype attribute of the input or button elements:

    • application/x-www-form-urlencoded: the keys and values are encoded in key-value tuples separated by '&', with a '=' between the key and the value. Non-alphanumeric characters in both keys and values are percent encoded: this is the reason why this type is not suitable to use with binary data (use multipart/form-data instead)
    • multipart/form-data: each value is sent as a block of data ("body part"), with a user agent-defined delimiter ("boundary") separating each part. The keys are given in the Content-Disposition header of each part.
    • text/plain

API Clients

You can test our APIs with one of the following ways:

Quick Start

In this section, we'll learn how to execute some of the common flows using one of the following three methods:

  • Sandbox Tutorial
  • Postman Tutorial (Coming soon)
  • Github Project - Nodejs Tutorial (Coming soon)
  • Github Project - C# Tutorial (Coming soon)
Sandbox Tutorial

  1. Login to your Developer account.
  2. Click on the APIs tab.

  3. Choose an api.

  4. We'll illustrate how to test one of the endpoints using the Sandbox.

    If you chose one of the APIs, you'll be able to see a list of the endpoints available in that particular API, click on the /ws/tasks endpoint.

    You'll notice that each endpoint has it's own endpoint title, a button you can click to try that endpoint online and a section that has information about how you can formulate the request.
    And also a section that has information about how the response will be. If you click on the Try it button, you'll be able to see code samples in several programming languages for you to test with and an interface you can use to execute HTTP requests right there.

  5. Click on the Try it button.

  6. You'll notice that the Subscription key is already filled in for you. If it's not, then you might not have a Subscription Key yet, to ask for one, head to: Request Subscription Key .

    In case you're sending data with the request, the data is written in the "request body" field, which is not the case for now.

    You'll also notice that there is a field in which the raw HTTP request is written. Use it to check if there are any missing details.

    Now, all that's left is to just click the Send button and you'll get the following response.

Congratulations, you just made your first Successful request to our API.

Next, we'll learn how to execute the whole flow using Postman.