Meshy: Refine Draft Model
Refine Draft Model — the do-over pass that rescues a lumpy first draft
- meshy_task_id
- texture_image
- model_file
- meshy_task_id
- GLB
- FBX
First drafts from image-to-3D are often just that: drafts. The geometry is lumpy, the texture is smeared, and you know the subject deserves better. Meshy: Refine Draft Model is the second pass that turns that draft into something presentable - and notably, it's the only Meshy node where you get to steer the retouch with your own text or your own reference image.
Like every node in this family it's a paid cloud job - Comfy Org account, credits, roughly $0.40 a refinement. But think of it as the difference between shipping the draft and shipping the asset; for game work that's usually worth a buck or two.
How it works
You hand it the meshy_task_id of a previously generated draft model (any Meshy generation node's output). The node uploads it back into Meshy's pipeline, where it re-runs the reconstruction with the texture guidance you provide. Comfy polls until the refined model is ready and downloads the new GLB and FBX into your output folder, handing back a fresh meshy_task_id so you can keep chaining.
The inputs that matter
- model - Meshy's generation (
latest). Ignore it. - meshy_task_id - the draft to refine. Required. This is why keeping task IDs around matters: there's no way to refine a downloaded file, only a task.
- enable_pbr - generate PBR maps (metallic, roughness, normal) on top of the base color. Default off. The tooltip carries a genuine warning: keep this
falsewhen you're using the Sculpture style, because Sculpture generates its own PBR set and the two will fight. - texture_prompt - up to 600 characters of text describing the look you want ("clean studio lighting, subtle fabric weave"). Or use texture_image, an optional image reference instead. The hard rule: only one of the two at a time - the node throws an error if you fill both.
Outputs: model_file (STRING), meshy_task_id (the new draft's ID), GLB, FBX.
Common issues
The texture_prompt-versus-texture_image exclusivity is the top error people hit - pick one lane. Second: refining is not free iteration. Each pass costs a run, so batch your feedback: wait until you know what's wrong, then refine once with specific guidance instead of nibbling. Third, the Sculpture + enable_pbr clash is real; if your draft came out of a Sculpture-style generation, leave PBR off. And a practical note: a refine pass won't fix a fundamentally broken draft - if the first generation came out anatomically wrong, regenerating with better input images beats polishing garbage.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| model | COMBO | 1 options: latest | |
| meshy_task_id | MESHY_TASK_ID | — | |
| enable_pbr | BOOLEAN | false | Generate PBR Maps (metallic, roughness, normal) in addition to the base color. Note: this should be set to false when using Sculpture style, as Sculpture style generates its own set of PBR maps. |
| texture_prompt | STRING | Provide a text prompt to guide the texturing process. Maximum 600 characters. Cannot be used at the same time as 'texture_image'. | |
| texture_imageopt | IMAGE | Only one of 'texture_image' or 'texture_prompt' may be used at the same time. |
Outputs (4)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| meshy_task_id | MESHY_TASK_ID | — |
| GLB | FILE_3D_GLB | — |
| FBX | FILE_3D_FBX | — |