ComfyUI Node
BD Blender Export Mesh
Export MESH_BUNDLE as GLB with material + vertex colors. Uses Blender to combine PBR material (textures, UVs) and COLOR_0 vertex colors in one GLB file. Solidify modes: - NONE: Per-vertex colors, preserves mesh topology (shared vertices) - DOMINANT: Per-face flat color (splits vertices - destroys topology!) - AVERAGE: Per-face averaged color (splits vertices - destroys topology!) Use NONE for edge detection, color masking, or further mesh processing. Use DOMINANT/AVERAGE only for final stylized export where topology doesn't matter. Inputs a MESH_BUNDLE (from BD_PackBundle or BD_CacheBundle).
BD Blender Export Mesh
- bundle
- mesh
- file_path
- status
◄output_dirmesh_export►
◄solidify_modeNONE►
◄flat_shadingfalse►
◄export_texturestrue►
◄timeout300►
◄formatGLB►
Category🧠BrainDead/Blender
Inputs (8)
| Name | Type | Default | Description |
|---|---|---|---|
| output_dir | STRING | mesh_export | Output directory name (relative to ComfyUI output/) |
| solidify_mode | COMBO | NONE | NONE=per-vertex colors (preserves topology) | DOMINANT/AVERAGE=per-face colors (splits vertices) |
| bundleopt | MESH_BUNDLE | — | |
| flat_shadingopt | BOOLEAN | false | Apply flat shading in Blender (splits normals at edges for hard-edge look) |
| export_texturesopt | BOOLEAN | true | Also export individual texture PNGs alongside GLB |
| timeoutopt | INT | 30060–1800 | Maximum Blender processing time in seconds |
| meshopt | TRIMESH | — | |
| formatopt | COMBO | GLB | GLB (open, in one binary) or FBX (game-standard for Unreal/UEFN/Unity, textures embedded). FBX is written via Blender's exporter. |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| file_path | STRING | — |
| status | STRING | — |