Pixal3D Export GLB
Turning Pixal3D's mesh into a .glb you can actually open
- pixal3d_result
- glb_path
Pixal3D Image To 3D hands you a generation result that exists only in memory - a mesh plus texture attributes, no file on disk. Pixal3D Export GLB is the node that bakes that into a textured .glb in ComfyUI/output, which is the moment it stops being a demo and becomes something you can open in Blender, drop into a 3D viewer, or send to a slicer. It's the last step in the basic workflow, and it's the one that decides what your asset actually looks like when it's out in the world.
The inputs that matter
Four of them, and they're all straightforward except for the mental model of the first one:
- pixal3d_result - the output of Pixal3D Image To 3D. Contains the decoded mesh and texture data the exporter needs.
- decimation_target (default 1,000,000; range 5,000 to 5,000,000) - target face count after simplification. The default matches the Pixal3D demo, and it's a genuinely useful default: too low and you lose detail on complex geometry (the tooltip warns 5,000 "can lose detail"), too high and your file is huge and slow to load. The README's recommended settings keep it at 1,000,000. Crank it down when you want a light mesh for a web viewer or a game prototype; the export gets cheaper and the file shrinks, but surfaces soften.
- texture_size (default 4096; 512 to 8192) - the baked texture resolution. 4096 preserves material detail, which matters because Pixal3D textures are genuinely good (it's a large part of why this model looks a step up from raw TRELLIS.2). Drop to 2048 or 1024 for smaller files and faster exports.
- remesh (default true) - passes through to the
o_voxelexport path. This is your first troubleshooting lever: if your GLB comes out looking like fragments or a point cloud rather than a solid mesh, the README's fix table says tryremesh=true(and keep decimation at 1M or higher). If the remesh pass itself is what's fragmenting things, the tooltip tells you you can disable it. - filename_prefix (default
pixal3d) - the base name of the file inComfyUI/output. You can usesubfolder/nameto organize exports into subfolders, which you'll want if you're batching assets.
The output
glb_path - a STRING with the path to the exported file. This node is also an output node, so it prints the path in the UI. The intended wiring is to ComfyUI's core Preview 3D node:
Pixal3D Image To 3D -> Pixal3D Export GLB
Pixal3D Export GLB glb_path -> Preview 3D & Animation model_file
That gives you an interactive viewport to orbit the result right in the graph before you commit to shipping it. If you'd rather skip previewing, SaveGLB or just grabbing the file from ComfyUI/output works the same.
Reality check before you export
The KB's verdict on image-to-3D applies fully here: the silhouette and surface are impressive, but the geometry underneath is triangle soup with machine-generated UVs and no rig. A .glb from Pixal3D is fantastic for a static prop, a 3D print, or a render - and a starting block, not a finished asset, if it has to deform or animate. The topology is not the model's job, and no remesh toggle fixes that; that's a retopology pass in Blender after export.
One old gotcha worth knowing: earlier versions of this pack wrote WebP textures, which opened in Blender but broke in Windows' built-in 3D Viewer. The current build exports PNG textures, so if you're on an old version and hit that, update the pack and re-export rather than debugging the file.
Install
Same pack as everything else: ComfyUI Manager, search Pixal3D by Saganaki22, install the normal/stable entry, restart. The export path does pull in the o_voxel and drtk CUDA kernels - if your Environment Check shows those missing, the exporter is the first node that will actually scream about it.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| pixal3d_result | PIXAL3D_RESULT | Pixal3D result from Pixal3D Image To 3D. Contains the decoded mesh and texture attributes needed for GLB export. | |
| decimation_target | INT | 10000005000–5000000 | Target face count for textured GLB export simplification. 1000000 matches the Pixal3D demo default; very low values such as 5000 can lose detail. |
| texture_size | INT | 4096512–8192 | Baked texture size for GLB export. 4096 matches the Pixal3D demo default and preserves more material detail. |
| remesh | BOOLEAN | true | Use Pixal3D/o_voxel remesh path during GLB export. When enabled, the node passes it through to o_voxel; disable it if cleanup fragments the mesh. |
| filename_prefix | STRING | pixal3d | Prefix for the exported GLB in ComfyUI/output. Use subfolder/name to organize exports into subfolders. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| glb_path | STRING | — |