Meshy: Multi-Image to Model
Multi-Image to Model — 2 to 4 shots, a cloud mesh, and a texture phase you can skip
- images
- model_file
- meshy_task_id
- GLB
- FBX
Meshy's multi-image node is the "I actually photographed this thing" answer to 3D generation. Feed it two to four images of the same object - real photos, renders, whatever - and it builds a textured 3D model from the set. That makes it the natural pick for product shots, real-world objects, and any asset where one image isn't enough to describe the shape.
Before we go further, the fine print that applies to every Meshy node here: this is Meshy's paid cloud API, running through Comfy Org's proxy. No GPU work happens on your machine, and every run costs Comfy credits. The good news: this is also the cheapest Meshy generation node, starting around $0.20–0.60 depending on whether you keep the texture phase on.
How it works
The node auto-grows a list of image inputs (2–4 of them), uploads the whole set to Comfy's cloud, and kicks off Meshy's multi-image-to-3d task. Comfy then polls until the job completes and downloads both a GLB and an FBX into your output folder. There's a remesh step and a texture step in the pipeline, and both are controllable - which is where this node gets interesting.
The inputs that matter
- images - an autogrow list, minimum 2, maximum 4. More coverage = better geometry, but each extra image is more upload time, not more money.
- should_remesh -
true(default) returns a clean, remeshed model and reveals two sub-options: topology (triangle/quad) and target_polycount (100–300,000, default 300K). Set it tofalseand you get the raw triangular mesh, which is denser and rougher but sometimes what you want before doing your own retopo. - symmetry_mode -
auto/on/off. On is great for anything bilaterally symmetric (characters, vehicles, most manufactured objects); it saves the model from inventing asymmetric garbage. - should_texture -
trueruns the texture phase (the pricier path). Turning it off skips texturing and returns a bare mesh, with sub-options enable_pbr (metallic/roughness/normal maps) and either a texture_prompt or a texture_image to steer the look. - pose_mode -
"",A-pose, orT-pose, for characters you intend to rig later. - seed - as the tooltip says: it controls whether the node re-runs; results are non-deterministic regardless. Don't treat it as a reproducibility knob.
Outputs: model_file (STRING path), meshy_task_id (MESHY_TASK_ID - the connective tissue for Meshy's refine, rig, and texture nodes), GLB, and FBX.
Common issues
The texture-prompt-vs-texture-image rule trips people: you can use one or the other, not both, and the node errors out if you try. Also, a low-resolution or badly lit photo set produces a lumpy mesh - Meshy is forgiving, but it's not magic; keep consistent lighting across shots. And remember should_texture off is a real money-saver when you're iterating on shape only. If a fully local pipeline is the goal, Hunyuan3D and TRELLIS handle multi-image reconstruction on your own GPU, at the cost of setup and fiddling.
Inputs (7)
| Name | Type | Default | Description |
|---|---|---|---|
| model | COMBO | 1 options: latest | |
| images | COMFY_AUTOGROW_V3 | — | |
| should_remesh | COMBO | When set to false, returns an unprocessed triangular mesh. | |
| symmetry_mode | COMBO | 3 options: auto, on, off | |
| should_texture | COMBO | Determines whether textures are generated. Setting it to false skips the texture phase and returns a mesh without textures. | |
| pose_mode | COMBO | Specify the pose mode for the generated model. | |
| seed | INT | 00–2147483647 | Seed controls whether the node should re-run; results are non-deterministic regardless of seed. |
Outputs (4)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| meshy_task_id | MESHY_TASK_ID | — |
| GLB | FILE_3D_GLB | — |
| FBX | FILE_3D_FBX | — |