Nodes/Tripo for ComfyUI/Tripo: Texture model
ComfyUI Node

Tripo: Texture model

Adding color and PBR in the cloud

By VAST-AI-Research·Created 2 years ago·Updated 2 months ago· 349
Tripo: Texture model
  • model_info
  • image_prompt
  • style_image
  • model_file
  • model_info
model_versionv3.0-20250812
texturetrue
pbrtrue
texture_seed42
texture_qualitystandard
texture_alignmentoriginal_image
text_prompt
part_names
compressfalse
baketrue

Somewhere between "I generated a draft" and "this looks like a real asset," the mesh needs a paint job. TripoTextureModel is that step: it takes an existing model and gives it color plus PBR materials. If you've been staring at a flat gray Blender preview, this is the node that makes it look like a product.

One thing worth knowing before you reach for it: the draft node textures by default. TripoAPIDraft has texture and pbr both flipped on, so if you're generating fresh, you usually don't need this node at all - the result already has materials. You'd texture explicitly here when the mesh came in without texture (an imported model, a mesh you intentionally stripped, or a draft generated with texture off).

What it takes

Like every node in this pack, it's a cloud call - no local inference, just a key and network access. The model_info input is the handle to the mesh, passed from whatever produced it (draft, refine, or import). Feed it a version (v2.5 or v3.0, defaulting to the newer), and Tripo re-textures the whole thing.

The controls that matter:

  • texture / pbr - color map alone, or color plus physical (metalness/roughness) maps. Keep PBR on unless you're targeting a pipeline that doesn't want it.
  • texture_quality - standard or detailed. Detailed costs more credits/time and is worth it for hero assets, overkill for placeholders.
  • text_prompt, image_prompt, style_image - the fun part. You can steer the material with words ("worn leather, studio lighting"), a reference image for the look, or a style image to copy the mood of. This is how you get a stylized material instead of Tripo's default guess.
  • texture_seed - for reproducibility, same as everywhere in the pack.
  • part_names - if your mesh is segmented, you can target which parts get re-textured. Leave blank to do the whole model.
  • bake (on) bakes the texture into the mesh; compress shrinks file size at some quality cost.

It returns the same two outputs as the rest of the pack: model_file (a string path to the textured model saved in ComfyUI/output/) and an updated model_info so you can keep chaining - texture, then rig, then convert, for instance.

Setting it up

Same install as the rest of the pack - ComfyUI Manager, search "Tripo for ComfyUI," or:

cd ComfyUI/custom_nodes
git clone https://github.com/VAST-AI-Research/ComfyUI-Tripo
cd ComfyUI-Tripo && pip install -r requirements.txt

You'll need a key from platform.tripo3d.ai either way; the pack reads TRIPO_API_KEY from your environment, a config.json in the pack folder, or the per-node apikey field.

The honest caveats

This is a hosted service, so texturing burns credits from your Tripo balance, and free-tier runs are noticeably slow - a detailed texture job is not a snappy operation. And if you came from local workflows, remember the same rule that applies to every Tripo node: your machine does nothing but shuffle bytes. The quality bar for AI-generated PBR is genuinely good in 2026, but if you need clean UV work for a production asset, you'll still want to bring this into a proper DCC and clean it up.

CategoryTripoAPI

Inputs (13)

NameTypeDefaultDescription
model_infoMODEL_INFO
model_versionoptCOMBOv3.0-202508122 options: v2.5-20250123, v3.0-20250812
textureoptBOOLEANtrue
pbroptBOOLEANtrue
texture_seedoptINT42
texture_qualityoptCOMBOstandard2 options: standard, detailed
texture_alignmentoptCOMBOoriginal_image2 options: original_image, geometry
text_promptoptSTRING
image_promptoptIMAGE
style_imageoptIMAGE
part_namesoptSTRING
compressoptBOOLEANfalse
bakeoptBOOLEANtrue

Outputs (2)

NameTypeDescription
model_fileSTRING
model_infoMODEL_INFO