Nodes/BrainDead Nodes/BD Blender Export Mesh
ComfyUI Node

BD Blender Export Mesh

One GLB with PBR material and vertex colors, via Blender

By BizaNator·Created 8 months ago·Updated 3 days ago· 15
BD Blender Export Mesh
  • bundle
  • mesh
  • file_path
  • status
output_dirmesh_export
solidify_modeNONE
flat_shadingfalse
export_texturestrue
timeout300
formatGLB

Exporting a textured mesh from ComfyUI usually means losing something - the texture, the vertex colors, or your sanity. BD Blender Export Mesh is the pack's terminal node for that problem: it takes a MESH_BUNDLE (or a direct TRIMESH) and writes a GLB or FBX that combines the PBR material (textures, UVs) and COLOR_0 vertex colors in a single file. GLB normally can't hold both; Blender's FBX exporter with embedded textures can, and this node uses it.

That FBX option is the sleeper feature. The README calls it out: FBX via Blender's exporter gives you a single game-ready file with both embedded PBR textures and vertex colors - "GLB can't hold both." For Unreal/UEFN/Unity pipelines, FBX is the format you actually want, and this is the node that makes it happen without a manual Blender round-trip.

The input that matters

  • bundle - a MESH_BUNDLE from BD Pack Bundle or BD Cache Bundle. That's the intended path. Alternatively wire mesh directly (a TRIMESH) if you're not using bundles.
  • solidify_mode - the one to think about:
    • NONE (default) - per-vertex colors, preserves topology (shared vertices). Use this when you still need edge detection, color masking, or more mesh processing.
    • DOMINANT / AVERAGE - per-face flat colors. These split vertices and destroy topology, which is fine only for final stylized export where nothing else runs after.
  • format - GLB or FBX (FBX = game-standard for Unreal/UEFN/Unity, textures embedded).
  • flat_shading - splits normals at edges for a hard-edge low-poly look.
  • export_textures - also write individual texture PNGs next to the GLB.
  • output_dir - relative to ComfyUI's output/.

Outputs: file_path (STRING) and status.

Install and the Blender requirement

Standard pack install:

cd ComfyUI/custom_nodes
git clone https://github.com/BizaNator/ComfyUI-BrainDead
cd ComfyUI-BrainDead
pip install -r requirements.txt

(Or ComfyUI Manager → "BrainDead", restart.) This is a Blender node, so the recurring gotcha: a real Blender must exist on your system. The README says Blender is bundled; only the scripts are. The code checks a bundled blender-5.0.1-linux-x64 build, sibling packs (GeometryPack/UniRig), then /usr/bin/blender. No Blender → "Blender not found."

Where people trip: they pick DOMINANT/AVERAGE to get flat colors, then try to keep processing the mesh and wonder why the topology is destroyed - the node's own docs say those modes are for final export only. Use NONE unless you're done with the mesh. Also, if you wired colors via BD BakeVertexColorsFromTexture but the export comes out flat, check the solidify_mode - NONE is what preserves what you baked.

Pair this with BD Pack BundleBD Cache Bundle when you're iterating: cache the bundle once, re-export GLB and FBX variants from the same source without recomputing anything.

Category🧠BrainDead/Blender

Inputs (8)

NameTypeDefaultDescription
output_dirSTRINGmesh_exportOutput directory name (relative to ComfyUI output/)
solidify_modeCOMBONONENONE=per-vertex colors (preserves topology) | DOMINANT/AVERAGE=per-face colors (splits vertices)
bundleoptMESH_BUNDLE
flat_shadingoptBOOLEANfalseApply flat shading in Blender (splits normals at edges for hard-edge look)
export_texturesoptBOOLEANtrueAlso export individual texture PNGs alongside GLB
timeoutoptINT30060–1800Maximum Blender processing time in seconds
meshoptTRIMESH
formatoptCOMBOGLBGLB (open, in one binary) or FBX (game-standard for Unreal/UEFN/Unity, textures embedded). FBX is written via Blender's exporter.

Outputs (2)

NameTypeDescription
file_pathSTRING
statusSTRING