ComfyUI-ComfyUI-Hunyuan3DWrapper
Wrapper nodes for https://github.com/Tencent/Hunyuan3D-2, additional installation steps needed, please check the github repository
Nodes (35)
The fast, free way to patch the holes in your baked 3D texture
The de-lighting model loader that removes the 'photo' from your photo
Loading the paint model that gives your mesh its skin
The one-node route to a Hunyuan3D 2.1 mesh
Where your finished texture finally becomes part of the mesh
The node that turns six photos of your mesh into one flat texture
The optional, heavyweight mesh-upgrader most people skip
The camera ring that decides how your mesh gets seen (and painted)
Clean, shadow-free input images for better 3D shapes
Swap the sampler on the delight and paint stages without breaking a sweat
The last node in every workflow — get your mesh out of ComfyUI
The decimator that makes a million-triangle blob shippable
The heart of Hunyuan3D — turning one image into a 3D latent
Generate better geometry from four photos instead of one
Pull the individual PBR maps out of a textured mesh
The retopology pass that gives your triangle soup actual structure
Start from an existing GLB instead of generating from scratch
The one-liner that tells you if your mesh is too fat to work with
Give your mesh a usable UV map before anything tries to paint it
The mesh-aware texture filler that knows where your triangles are
The node that turns a single image into a 3D shape — this is where every Hunyuan3D workflow starts
A proper GPU turntable render of your finished mesh — the 'show it off' node
Make the raw decoded mesh stop embarrassing you — floaters gone, face count sane
The control-image factory that tells the paint model what your mesh looks like from all sides
Six depth maps from six angles — the sibling renderer nobody talks about
Spin your mesh to any angle and get a normal or depth render — the 'show me what I made' node
The texture brain — six-view diffusion that paints your mesh into a textured asset
Tune the material knobs — how shiny, how metallic, how emissive your mesh is
Swap in your own PBR maps — base color, metallic/roughness, normal, the lot
The speed-up knob for the shape model — torch.compile, configured from a widget
Bring your own mesh — drop a .glb in and texture it with Hunyuan3D
Where latents stop being math and become an actual mesh you can touch
The standalone VAE loader for when the bundled one isn't fast enough
The converter that turns the pack's bare MESH object back into a real trimesh
Strip a trimesh down to bare geometry — vertices and faces as torch tensors
Wrapper nodes for https://github.com/Tencent/Hunyuan3D-2, additional installation steps needed, please check the github repository