Pixal3D and TRELLIS.2 turn one photo into clean, textured 3D.
Who it's for: creators who want this pipeline in ComfyUI without assembling nodes from scratch. Not for: one-click results with zero tuning - you still choose inputs, prompts, and settings.
Open preloaded workflow on RunComfy
Open preloaded workflow on RunComfy (browser)
Why RunComfy first
- Fewer missing-node surprises - run the graph in a managed environment before you mirror it locally.
- Quick GPU tryout - useful if your local VRAM or install time is the bottleneck.
- Matches the published JSON - the zip follows the same runnable workflow you can open on RunComfy.
When downloading for local ComfyUI makes sense - you want full control over models on disk, batch scripting, or offline runs.
How to use (local ComfyUI)
1. Load inputs (images/video/audio) in the marked loader nodes.
2. Set prompts, resolution, and seeds; start with a short test run.
3. Export from the Save / Write nodes shown in the graph.
Expectations - First run may pull large weights; cloud runs may require a free RunComfy account.
Overview
Turn one object photo into a textured 3D asset. You can use Pixal3D by default or switch to TRELLIS.2. Background removal helps isolate clean forms. Shared depth and vision nodes refine geometry. UV and PBR maps add usable detail. Preview the GLB in 360 degrees for props and game concepts.
Important nodes:
Key nodes in Comfyui Pixal3D & TRELLIS.2 ComfyUI Workflow
Boolean (Switch to Trellis2)(#316)
Controls whether the graph runs Pixal3D or TRELLIS.2. Use Pixal3D for quick drafts, then switch to TRELLIS.2 when you want the two‑stage shape and texture pipeline described in the model card. TRELLIS.2 Pixal3DComfySwitchNode(#318)
Routes the selected UNet into all downstream samplers so the branch change is global and consistent. Pair it with the conditioning switches (ComfySwitchNode(#314) andComfySwitchNode(#315)) to keep prompts aligned with the chosen backbone.Trellis2ShapeStage(#91)
Adds geometry‑specific guidance before dense sampling, which helps stabilize proportions and silhouette. Useful when inputs have complex outlines or fine structural detail. TRELLIS.2Trellis2UpsampleStage(#94)
Increases latent spatial resolution for shape without reintroducing noise. Adjust only if you need noticeably finer mesh detail or want to balance speed and fidelity. TRELLIS.2Trellis2TextureStage(#98)
Conditions texture on the finalized shape so PBR maps adhere to surfaces. Tuning here affects how strongly texture follows geometry versus appearance cues. TRELLIS.2UnwrapMesh(#196)
Generates a UV atlas used by all subsequent bakes. Coordinate its resolution with theTexture Resolutioncontrol to set the target map size for base color, metallic, roughness, AO, and normal.BakeTextureFromVoxel(#147)
Converts voxel colors into UV textures and aligns them with a reference mesh from the shape decoder to preserve detail. Increase the texture size when you see color bleeding or loss of small markings.ApplyTextureToMesh(#210)
Combines base color, metallic, roughness, occlusion, and normal into a final PBR‑ready mesh. Use the included previews to verify each channel before export.
…
Notes
Pixal3D & TRELLIS.2 ComfyUI | PBR Image-to-3D GLB - see RunComfy page for the latest node requirements.
Description
Initial release - Pixal3D-TRELLIS.2.
