- family
- 3d
- modality
- text/image -> 3d mesh -> image (x N views) -> PBR maps
- whyMultiModel
- Distinct from baseline's geometry-then-texture-3d and geometry-aware-pbr-material-distillation because it locks simultaneous multi-ControlNet + IPAdapter conditioning across many camera viewpoints in a single texturing pass (not a single depth pass), and unifies mesh generation, multi-view texturing, and in-addon PBR decomposition as one chain rather than separate tools; TRELLIS.2, SDXL/FLUX/Qwen diffusion, ControlNet, IPAdapter, and Marigold/StableDelight are five distinct model families invoked in sequence.
- steps
- [object Object], [object Object], [object Object] +1 more
- controls
- ControlNet weight per unit (depth/canny/normal), IPAdapter reference image and weight, generation strategy (sequential/grid/separate per view), per-region local-edit masks, PBR map toggles
- exampleStack
- TRELLIS.2 mesh -> multi-view depth+canny ControlNet + IPAdapter SDXL texturing -> Marigold/StableDelight PBR decomposition, driven from the StableGen Blender panel via a local ComfyUI server
- useCases
[game-ready PBR-textured props from a prompt][re-texturing existing game/VFX meshes with geometry-locked multi-view AI textures][local editing of specific texture regions without a full re-generation]
- pitfalls
- Multi-view seams/blending are projection-based and can show artifacts at UV boundaries; PBR decomposition is a heuristic estimate, not measured material data; requires a running local ComfyUI server plus VRAM for SDXL/FLUX