ComfyUI Node

Hy3D Mesh Info

The one-liner that tells you if your mesh is too fat to work with

By kijai·Created 2 years ago·Updated 5 months ago· 1,033
Hy3D Mesh Info
  • trimesh
  • trimesh
  • vertices
  • faces

Mesh counts are the temperature gauge of this pack, and Hy3DMeshInfo is the thermometer. It reads a trimesh, reports how many vertices and faces it has, and passes the mesh straight through - plus the two counts as INT sockets you can wire into downstream logic.

It's a pass-through node with a dashboard attached. Input is trimesh (TRIMESH). Outputs:

  • trimesh - the same mesh, untouched, so you can drop this node into the middle of a chain without breaking it.
  • vertices (INT) - vertex count.
  • faces (INT) - face count.

It also shows the counts as text in the UI ("1,234,567×2,345,678") and logs them to the console, so you can see them at a glance while the graph runs.

Why you'll actually use it

Two questions this answers instantly:

  • Can I UV wrap it? Hy3DMeshUVWrap warns above 50,000 faces. If Hy3DMeshInfo shows a million triangles, you know to simplify first with Hy3DFastSimplifyMesh (target ~40k) before unwrapping - otherwise you're in for a slow wrap and a warning.
  • Should I remesh? If the count is in the hundreds of thousands and you want game-friendly topology, that's the signal to hit Hy3DIMRemesh (which targets a vertex count) rather than the quadric reducer.

Because the sockets are real INTs, you can get clever - wire faces into a Hy3DFastSimplifyMesh target, or use it to branch between workflows. Most people just use it to look at the number before deciding the next node's settings. Both are legitimate.

Notes

It's the lightest node in the pack: pure introspection, no model, no compiled dependency, no VRAM. It ships with the pack, so it's available the moment you install ComfyUI-Hunyuan3DWrapper (ComfyUI Manager, search "Hunyuan3DWrapper", or clone into custom_nodes and pip install -r requirements.txt).

One honest caveat about the numbers: the face count from a Hunyuan3D decode is usually far higher than what you want to keep, and these raw counts are the honest answer to "why is this slow." If you see seven digits, that's not a bug - that's the mesh begging to be simplified.

CategoryHunyuan3DWrapper

Inputs (1)

NameTypeDefaultDescription
trimeshTRIMESH

Outputs (3)

NameTypeDescription
trimeshTRIMESH
verticesINT
facesINT