Nodes/BrainDead Nodes/BD TRELLIS.2 Retexture
ComfyUI Node

BD TRELLIS.2 Retexture

Re-skin a 3D shape without regenerating the hard part

By BizaNator·Created 8 months ago·Updated 3 days ago· 15
BD TRELLIS.2 Retexture
  • shape_result
  • image
  • mask
  • trimesh
  • voxelgrid
resolution1024_cascade
seed0
tex_guidance_strength7.5
tex_sampling_steps12
background_colorgray

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 of BD 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 (with background_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_cascade is where the detail lives; 512 is 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 mask is 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_cascade is the default for a reason. If you're iterating on ideas, drop to 512 and low steps; only reach for 1536_cascade once 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.

Category🧠BrainDead/TRELLIS2

Inputs (8)

NameTypeDefaultDescription
shape_resultTRELLIS2_SHAPE_RESULTShape from BD Image to Shape node
imageIMAGENew reference image for retexturing
maskMASKForeground mask for the new image
resolutionCOMBO1024_cascadeTexture resolution mode
seedINT00–2147483647Random seed for texture variation
tex_guidance_strengthFLOAT7.51–20Texture CFG scale
tex_sampling_stepsINT121–50Texture sampling steps
background_colorCOMBOgrayBackground color for image preprocessing

Outputs (2)

NameTypeDescription
trimeshTRIMESH
voxelgridVOXELGRID