BD TRELLIS.2 Multi-Image Conditioning
More than one photo in, better 3D out — TRELLIS.2 multi-view conditioning
- images
- masks
- conditioning
- preprocessed_images
The single biggest reason a one-image-to-3D model gets the back of an object wrong is that it only ever saw one side of it. This node is the fix: it lets you hand TRELLIS.2 several photos of the same thing - front, side, back, whatever you've got - so the shape is built from actual views instead of guesses. It's the difference between "this chair has a mystery rear end" and "this chair was a chair from every angle."
It's part of the 🧠BrainDead/TRELLIS2 family in the ComfyUI-BrainDead pack, and it's the multi-view sibling of BD TRELLIS.2 Get Conditioning. Where that node encodes a single image, this one takes a whole batch and concatenates their features so the model attends to all of them at once - the same trick TRELLIS 1's multi-image mode used.
How it works
Internally it runs DinoV3 over every image in your batch, extracts the feature tokens, and concatenates them into one TRELLIS2_CONDITIONING object. When you feed that into BD Image to Shape or BD Shape to Textured Mesh, the model sees all views simultaneously rather than conditioning on a single frame. You get more accurate geometry - and, just as usefully, fewer hallucinated details on the unseen sides.
The two inputs that matter are both batched:
images- your reference views, batched. If you only have one image, you don't need this node; use the plain Get Conditioning. The tooltip says it plainly: batched images with B > 1.masks- a corresponding foreground mask per image, so TRELLIS.2 knows what's object and what's background.
Then there are the usual TRELLIS.2 knobs:
resolution-512(fast, low detail, fine for shape),1024_cascade(the balanced default),1536_cascade(highest detail, best when the output is feeding texture generation).attn_backend-flash_attnby default; if you get import errors,sdpais the reliable fallback andxformersis the middle ground.vram_mode-keep_loaded(fast, holds the model in VRAM) orcpu_offload(slower, but you can stack it next to other models).include_1024- extract the 1024px features the cascade modes need. Leave it on unless you're only ever running512.background_color- what the preprocessed crops are composited onto;grayis the default and usually fine.
Outputs: conditioning (wire it into Image to Shape or Shape to Textured Mesh) and preprocessed_images, a handy visual of what the node actually cropped and cleaned before encoding - check it once if the results look off, because a bad mask shows up there immediately.
Installation
The node ships in ComfyUI-BrainDead. Easiest route: ComfyUI Manager → search "BrainDead" → install. Manual is the same as any custom node:
cd ComfyUI/custom_nodes
git clone https://github.com/BizaNator/ComfyUI-BrainDead
cd ComfyUI-BrainDead
pip install -r requirements.txt
Here's the gotcha nobody warns you about: the BrainDead TRELLIS2 nodes are not self-contained. They import the trellis2 package and, if it's missing, fail with an ImportError telling you to install ComfyUI-TRELLIS2. That other pack is what actually holds the model weights and downloads the multi-GB TRELLIS.2-4B model on first use. Install it too, or every TRELLIS2 node in this pack just errors out at runtime.
Common issues
- "trellis2 not available" - install ComfyUI-TRELLIS2 as above. This one's the whole troubleshooting section, honestly.
- Nothing changes when you add views - check you're actually feeding a batch with B > 1. A single image is a degenerate multi-view input; use a Batch node to stack your shots.
- OOM or slow runs - switch
attn_backendtosdpaif flash attention isn't compiled for your torch build, and dropvram_modetocpu_offloadon cards under ~12GB. The 3D-gen corner of ComfyUI is where the install fight lives; this pack keeps it light, but TRELLIS.2 itself is still a 4B model and wants room.
One honest note, and it applies to all of this pack's 3D output: TRELLIS.2 gives you lovely surface quality and the MIT license is refreshing, but the topology underneath is machine-generated triangle soup. For a static prop or a render, brilliant. For something that has to rig and deform in a game, budget for a retopo pass.
Inputs (7)
| Name | Type | Default | Description |
|---|---|---|---|
| images | IMAGE | Batched images (B > 1) - use a Batch node to combine multiple views | |
| masks | MASK | Batched masks corresponding to each image | |
| resolution | COMBO | 1024_cascade | Model resolution mode |
| attn_backend | COMBO | flash_attn | Attention implementation |
| vram_mode | COMBO | keep_loaded | VRAM usage strategy |
| include_1024 | BOOLEAN | true | Extract 1024px features (needed for cascade modes) |
| background_color | COMBO | gray | Background color for preprocessing |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| conditioning | TRELLIS2_CONDITIONING | — |
| preprocessed_images | IMAGE | — |