BD TRELLIS.2 Retexture
Re-skin a 3D shape without regenerating the hard part
- shape_result
- image
- mask
- trimesh
- voxelgrid
You got the shape. It took a while, it's good, and now you want it in a different color scheme, a different art style, or with a texture that matches a completely different reference image. The honest way to do that with TRELLIS.2 is to regenerate everything - shape and texture - because the texture pass normally starts from the same conditioning that drove the shape. That's wasteful. Shape generation is the slow, finicky part; the texture pass is comparatively cheap. This node exists to split them.
BD TRELLIS.2 Retexture is the convenience wrapper for exactly that job: keep your existing shape_result, hand it a new reference image, and it re-paints the PBR texture onto the same geometry. Under the hood it's the two-step pipeline - Get Conditioning on the new image, then Shape to Textured Mesh with that fresh conditioning - collapsed into one node so you don't have to wire the intermediate step.
The inputs that matter
shape_result- plug in the output ofBD Image to Shape. This is your saved geometry; it won't move.image+mask- the new reference and its foreground mask. The node crops and composites it (withbackground_color) before encoding, exactly like the conditioning nodes do.seed- your texture variation dial. Same shape, same image, different seed → different paint. This is the fast iteration loop the node is built for.tex_guidance_strength- texture CFG, default 7.5. Push toward 9-10 if the paint is mushy, drop it if the texture is overcooked and waxy.tex_sampling_steps- default 12, range 1-50. The texture model is a rectified-flow model; 12 is a fine balance of speed and quality, and more steps buys diminishing returns.resolution-512/1024_cascade/1536_cascade. For a texture that's going to be examined up close,1536_cascadeis where the detail lives;512is for quick previews.
Outputs are the standard pair: trimesh (a full TRIMESH carrying the new PBR material) and voxelgrid (sparse voxel data you can push into the BrainDead OVoxel bake nodes if you want a proper texture atlas instead of vertex attributes).
Installation
It's part of ComfyUI-BrainDead - ComfyUI Manager, search "BrainDead", install. Or the manual route:
cd ComfyUI/custom_nodes
git clone https://github.com/BizaNator/ComfyUI-BrainDead
cd ComfyUI-BrainDead
pip install -r requirements.txt
Then the catch that applies to every TRELLIS2 node in this pack: you also need ComfyUI-TRELLIS2 installed. The BrainDead nodes import the trellis2 package from that pack's directory; without it you get an ImportError at run time ("Ensure ComfyUI-TRELLIS2 is installed"), and the model weights never get downloaded.
Common issues
- ImportError about trellis2 - not installed. See above; it's the whole troubleshooting story for this family.
- Texture looks unrelated to the shape - your
maskis probably bad or missing. Retexture keys everything off that foreground mask, and a sloppy one leaks background into the conditioning. Check the preview in the conditioning step. - It's slow -
1024_cascadeis the default for a reason. If you're iterating on ideas, drop to512and low steps; only reach for1536_cascadeonce you've locked the direction.
Worth saying where this sits in the bigger picture: TRELLIS.2 is Microsoft's MIT-licensed image-to-3D line, and this pack is one of the more complete ComfyUI wrappers for it. But the usual 3D-gen honesty applies - the surface will be pretty and the topology will be triangle soup. For a static asset or a render, retexturing an existing shape like this is genuinely the smart workflow. For game-ready geometry you're still looking at cleanup afterwards, no matter how good the paint job is.
Inputs (8)
| Name | Type | Default | Description |
|---|---|---|---|
| shape_result | TRELLIS2_SHAPE_RESULT | Shape from BD Image to Shape node | |
| image | IMAGE | New reference image for retexturing | |
| mask | MASK | Foreground mask for the new image | |
| resolution | COMBO | 1024_cascade | Texture resolution mode |
| seed | INT | 00–2147483647 | Random seed for texture variation |
| tex_guidance_strength | FLOAT | 7.51–20 | Texture CFG scale |
| tex_sampling_steps | INT | 121–50 | Texture sampling steps |
| background_color | COMBO | gray | Background color for image preprocessing |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| trimesh | TRIMESH | — |
| voxelgrid | VOXELGRID | — |