import os import torch import torchvision.transforms as transforms from PIL import Image from pathlib import Path import numpy as np import trimesh from .hy3dgen.shapegen import Hunyuan3DDiTFlowMatchingPipeline, FaceReducer, FloaterRemover, DegenerateFaceRemover import folder_paths import comfy.model_management as mm from comfy.utils import load_torch_file, ProgressBar script_directory = os.path.dirname(os.path.abspath(__file__)) from .utils import log, print_memory class ComfyProgressCallback: def __init__(self, total_steps): self.pbar = ProgressBar(total_steps) def __call__(self, pipe, i, t, callback_kwargs): self.pbar.update(1) return { "latents": callback_kwargs["latents"], "prompt_embeds": callback_kwargs["prompt_embeds"], "negative_prompt_embeds": callback_kwargs["negative_prompt_embeds"] } class Hy3DTorchCompileSettings: @classmethod def INPUT_TYPES(s): return { "required": { "backend": (["inductor","cudagraphs"], {"default": "inductor"}), "fullgraph": ("BOOLEAN", {"default": False, "tooltip": "Enable full graph mode"}), "mode": (["default", "max-autotune", "max-autotune-no-cudagraphs", "reduce-overhead"], {"default": "default"}), "dynamic": ("BOOLEAN", {"default": False, "tooltip": "Enable dynamic mode"}), "dynamo_cache_size_limit": ("INT", {"default": 64, "min": 0, "max": 1024, "step": 1, "tooltip": "torch._dynamo.config.cache_size_limit"}), "compile_transformer": ("BOOLEAN", {"default": True, "tooltip": "Compile single blocks"}), "compile_vae": ("BOOLEAN", {"default": True, "tooltip": "Compile double blocks"}), }, } RETURN_TYPES = ("HY3DCOMPILEARGS",) RETURN_NAMES = ("torch_compile_args",) FUNCTION = "loadmodel" CATEGORY = "HunyuanVideoWrapper" DESCRIPTION = "torch.compile settings, when connected to the model loader, torch.compile of the selected layers is attempted. Requires Triton and torch 2.5.0 is recommended" def loadmodel(self, backend, fullgraph, mode, dynamic, dynamo_cache_size_limit, compile_transformer, compile_vae): compile_args = { "backend": backend, "fullgraph": fullgraph, "mode": mode, "dynamic": dynamic, "dynamo_cache_size_limit": dynamo_cache_size_limit, "compile_transformer": compile_transformer, "compile_vae": compile_vae, } return (compile_args, ) #region Model loading class Hy3DModelLoader: @classmethod def INPUT_TYPES(s): return { "required": { "model": (folder_paths.get_filename_list("diffusion_models"), {"tooltip": "These models are loaded from the 'ComfyUI/models/diffusion_models' -folder",}), }, "optional": { "compile_args": ("HY3DCOMPILEARGS", {"tooltip": "torch.compile settings, when connected to the model loader, torch.compile of the selected models is attempted. Requires Triton and torch 2.5.0 is recommended"}), "attention_mode": (["sdpa", "sageattn"], {"default": "sdpa"}), } } RETURN_TYPES = ("HY3DMODEL", "HY3DVAE") RETURN_NAMES = ("pipeline", "vae") FUNCTION = "loadmodel" CATEGORY = "Hunyuan3DWrapper" def loadmodel(self, model, compile_args=None, attention_mode="sdpa"): device = mm.get_torch_device() offload_device=mm.unet_offload_device() config_path = os.path.join(script_directory, "configs", "dit_config.yaml") model_path = folder_paths.get_full_path("diffusion_models", model) pipe, vae = Hunyuan3DDiTFlowMatchingPipeline.from_single_file( ckpt_path=model_path, config_path=config_path, use_safetensors=True, device=device, offload_device=offload_device, compile_args=compile_args, attention_mode=attention_mode) return (pipe, vae,) class DownloadAndLoadHy3DDelightModel: @classmethod def INPUT_TYPES(s): return { "required": { "model": (["hunyuan3d-delight-v2-0"],), }, } RETURN_TYPES = ("DELIGHTMODEL",) RETURN_NAMES = ("delight_pipe", ) FUNCTION = "loadmodel" CATEGORY = "Hunyuan3DWrapper" def loadmodel(self, model): device = mm.get_torch_device() offload_device = mm.unet_offload_device() download_path = os.path.join(folder_paths.models_dir,"diffusers") model_path = os.path.join(download_path, model) if not os.path.exists(model_path): log.info(f"Downloading model to: {model_path}") from huggingface_hub import snapshot_download snapshot_download( repo_id="tencent/Hunyuan3D-2", allow_patterns=["*hunyuan3d-delight-v2-0*"], local_dir=download_path, local_dir_use_symlinks=False, ) from diffusers import StableDiffusionInstructPix2PixPipeline, EulerAncestralDiscreteScheduler delight_pipe = StableDiffusionInstructPix2PixPipeline.from_pretrained( model_path, torch_dtype=torch.float16, safety_checker=None, ) delight_pipe.scheduler = EulerAncestralDiscreteScheduler.from_config(delight_pipe.scheduler.config) delight_pipe = delight_pipe.to(device, torch.float16) delight_pipe.enable_model_cpu_offload() return (delight_pipe,) class Hy3DDelightImage: @classmethod def INPUT_TYPES(s): return { "required": { "delight_pipe": ("DELIGHTMODEL",), "image": ("IMAGE", ), "steps": ("INT", {"default": 50, "min": 1}), "width": ("INT", {"default": 512, "min": 64, "max": 4096, "step": 16}), "height": ("INT", {"default": 512, "min": 64, "max": 4096, "step": 16}), "cfg_image": ("FLOAT", {"default": 1.5, "min": 0.0, "max": 100.0, "step": 0.01}), "cfg_text": ("FLOAT", {"default": 1.0, "min": 0.0, "max": 100.0, "step": 0.01}), "seed": ("INT", {"default": 42, "min": 0, "max": 0xffffffffffffffff}), } } RETURN_TYPES = ("IMAGE",) RETURN_NAMES = ("image",) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, delight_pipe, image, width, height, cfg_image, cfg_text, steps, seed): device = mm.get_torch_device() offload_device = mm.unet_offload_device() image = image.permute(0, 3, 1, 2).to(device) image = delight_pipe( prompt="", image=image, generator=torch.manual_seed(seed), height=height, width=width, num_inference_steps=steps, image_guidance_scale=cfg_image, guidance_scale=cfg_text, output_type="pt", ).images[0] out_tensor = image.unsqueeze(0).permute(0, 2, 3, 1).cpu().float() return (out_tensor, ) class DownloadAndLoadHy3DPaintModel: @classmethod def INPUT_TYPES(s): return { "required": { "model": (["hunyuan3d-paint-v2-0"],), }, } RETURN_TYPES = ("HY3DPAINTMODEL",) RETURN_NAMES = ("multiview_pipe", ) FUNCTION = "loadmodel" CATEGORY = "Hunyuan3DWrapper" def loadmodel(self, model): device = mm.get_torch_device() offload_device = mm.unet_offload_device() download_path = os.path.join(folder_paths.models_dir,"diffusers") model_path = os.path.join(download_path, model) if not os.path.exists(model_path): log.info(f"Downloading model to: {model_path}") from huggingface_hub import snapshot_download snapshot_download( repo_id="tencent/Hunyuan3D-2", allow_patterns=[f"*{model}*"], local_dir=download_path, local_dir_use_symlinks=False, ) from diffusers import DiffusionPipeline, EulerAncestralDiscreteScheduler custom_pipeline_path = os.path.join(script_directory, 'hy3dgen', 'texgen', 'hunyuanpaint') pipeline = DiffusionPipeline.from_pretrained( model_path, custom_pipeline=custom_pipeline_path, torch_dtype=torch.float16) pipeline.scheduler = EulerAncestralDiscreteScheduler.from_config(pipeline.scheduler.config, timestep_spacing='trailing') pipeline.enable_model_cpu_offload() return (pipeline,) #region Texture class Hy3DCameraConfig: @classmethod def INPUT_TYPES(s): return { "required": { "camera_azimuths": ("STRING", {"default": "0, 90, 180, 270, 0, 180", "multiline": False}), "camera_elevations": ("STRING", {"default": "0, 0, 0, 0, 90, -90", "multiline": False}), "view_weights": ("STRING", {"default": "1, 0.1, 0.5, 0.1, 0.05, 0.05", "multiline": False}), "camera_distance": ("FLOAT", {"default": 1.45, "min": 0.1, "max": 10.0, "step": 0.001}), "ortho_scale": ("FLOAT", {"default": 1.2, "min": 0.1, "max": 10.0, "step": 0.001}), }, } RETURN_TYPES = ("HY3DCAMERA",) RETURN_NAMES = ("camera_config",) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, camera_azimuths, camera_elevations, view_weights, camera_distance, ortho_scale): angles_list = list(map(int, camera_azimuths.replace(" ", "").split(','))) elevations_list = list(map(int, camera_elevations.replace(" ", "").split(','))) weights_list = list(map(float, view_weights.replace(" ", "").split(','))) camera_config = { "selected_camera_azims": angles_list, "selected_camera_elevs": elevations_list, "selected_view_weights": weights_list, "camera_distance": camera_distance, "ortho_scale": ortho_scale, } return (camera_config,) class Hy3DMeshUVWrap: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), }, } RETURN_TYPES = ("HY3DMESH", ) RETURN_NAMES = ("mesh", ) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, mesh): from .hy3dgen.texgen.utils.uv_warp_utils import mesh_uv_wrap mesh = mesh_uv_wrap(mesh) return (mesh,) class Hy3DRenderMultiView: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "render_size": ("INT", {"default": 1024, "min": 64, "max": 4096, "step": 16}), "texture_size": ("INT", {"default": 1024, "min": 64, "max": 4096, "step": 16}), }, "optional": { "camera_config": ("HY3DCAMERA",), } } RETURN_TYPES = ("IMAGE", "IMAGE", "MESHRENDER") RETURN_NAMES = ("normal_maps", "position_maps", "renderer") FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, mesh, render_size, texture_size, camera_config=None): from .hy3dgen.texgen.differentiable_renderer.mesh_render import MeshRender if camera_config is None: selected_camera_azims = [0, 90, 180, 270, 0, 180] selected_camera_elevs = [0, 0, 0, 0, 90, -90] camera_distance = 1.45 ortho_scale = 1.2 else: selected_camera_azims = camera_config["selected_camera_azims"] selected_camera_elevs = camera_config["selected_camera_elevs"] camera_distance = camera_config["camera_distance"] ortho_scale = camera_config["ortho_scale"] self.render = MeshRender( default_resolution=render_size, texture_size=texture_size, camera_distance=camera_distance, ortho_scale=ortho_scale) self.render.load_mesh(mesh) normal_maps = self.render_normal_multiview( selected_camera_elevs, selected_camera_azims, use_abs_coor=True) normal_tensors = torch.stack(normal_maps, dim=0) position_maps = self.render_position_multiview( selected_camera_elevs, selected_camera_azims) position_tensors = torch.stack(position_maps, dim=0) return (normal_tensors, position_tensors, self.render,) def render_normal_multiview(self, camera_elevs, camera_azims, use_abs_coor=True): normal_maps = [] for elev, azim in zip(camera_elevs, camera_azims): normal_map, _ = self.render.render_normal( elev, azim, use_abs_coor=use_abs_coor, return_type='th') normal_maps.append(normal_map) return normal_maps def render_position_multiview(self, camera_elevs, camera_azims): position_maps = [] for elev, azim in zip(camera_elevs, camera_azims): position_map = self.render.render_position( elev, azim, return_type='th') position_maps.append(position_map) return position_maps class Hy3DRenderSingleView: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "render_type": (["normal", "depth"], {"default": "normal"}), "render_size": ("INT", {"default": 1024, "min": 64, "max": 4096, "step": 16}), "camera_type": (["orth", "perspective"], {"default": "orth"}), "camera_distance": ("FLOAT", {"default": 1.45, "min": 0.1, "max": 10.0, "step": 0.001}), "pan_x": ("FLOAT", {"default": 0.0, "min": -1.0, "max": 1.0, "step": 0.01}), "pan_y": ("FLOAT", {"default": 0.0, "min": -1.0, "max": 1.0, "step": 0.01}), "ortho_scale": ("FLOAT", {"default": 1.2, "min": 0.1, "max": 10.0, "step": 0.001}), "azimuth": ("FLOAT", {"default": 0, "min": -360, "max": 360, "step": 1}), "elevation": ("FLOAT", {"default": 0, "min": -360, "max": 360, "step": 1}), "bg_color": ("STRING", {"default": "0, 0, 0", "tooltip": "Color as RGB values in range 0-255, separated by commas."}), }, } RETURN_TYPES = ("IMAGE",) RETURN_NAMES = ("image", ) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, mesh, render_type, camera_type, ortho_scale, camera_distance, pan_x, pan_y, render_size, azimuth, elevation, bg_color): from .hy3dgen.texgen.differentiable_renderer.mesh_render import MeshRender bg_color = [int(x.strip())/255.0 for x in bg_color.split(",")] self.render = MeshRender( default_resolution=render_size, texture_size=1024, camera_distance=camera_distance, camera_type=camera_type, ortho_scale=ortho_scale, filter_mode='linear' ) self.render.load_mesh(mesh) if render_type == "normal": normals, mask = self.render.render_normal( elevation, azimuth, camera_distance=camera_distance, center=None, resolution=render_size, bg_color=[0, 0, 0], use_abs_coor=False, pan_x=pan_x, pan_y=pan_y ) normals = 2.0 * normals - 1.0 # Map [0,1] to [-1,1] normals = normals / (torch.norm(normals, dim=-1, keepdim=True) + 1e-6) # Remap axes for standard normal map convention image = torch.zeros_like(normals) image[..., 0] = normals[..., 0] # View right to R image[..., 1] = normals[..., 1] # View up to G image[..., 2] = -normals[..., 2] # View forward (negated) to B image = (image + 1) * 0.5 #mask = mask.cpu().float() masked_image = image * mask bg_color = torch.tensor(bg_color, dtype=torch.float32, device=image.device) bg = bg_color.view(1, 1, 3) * (1.0 - mask) final_image = masked_image + bg elif render_type == "depth": depth = self.render.render_depth( elevation, azimuth, camera_distance=camera_distance, center=None, resolution=render_size, pan_x=pan_x, pan_y=pan_y ) final_image = depth.unsqueeze(0).repeat(1, 1, 1, 3).cpu().float() return (final_image,) def render_normal_multiview(self, camera_elevs, camera_azims, use_abs_coor=True): normal_maps = [] for elev, azim in zip(camera_elevs, camera_azims): normal_map, _ = self.render.render_normal( elev, azim, use_abs_coor=use_abs_coor, return_type='th') normal_maps.append(normal_map) return normal_maps def render_position_multiview(self, camera_elevs, camera_azims): position_maps = [] for elev, azim in zip(camera_elevs, camera_azims): position_map = self.render.render_position( elev, azim, return_type='th') position_maps.append(position_map) return position_maps class Hy3DRenderMultiViewDepth: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "render_size": ("INT", {"default": 1024, "min": 64, "max": 4096, "step": 16}), "texture_size": ("INT", {"default": 1024, "min": 64, "max": 4096, "step": 16}), }, "optional": { "camera_config": ("HY3DCAMERA",), } } RETURN_TYPES = ("IMAGE", ) RETURN_NAMES = ("depth_maps", ) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, mesh, render_size, texture_size, camera_config=None): from .hy3dgen.texgen.differentiable_renderer.mesh_render import MeshRender if camera_config is None: selected_camera_azims = [0, 90, 180, 270, 0, 180] selected_camera_elevs = [0, 0, 0, 0, 90, -90] camera_distance = 1.45 ortho_scale = 1.2 else: selected_camera_azims = camera_config["selected_camera_azims"] selected_camera_elevs = camera_config["selected_camera_elevs"] camera_distance = camera_config["camera_distance"] ortho_scale = camera_config["ortho_scale"] self.render = MeshRender( default_resolution=render_size, texture_size=texture_size, camera_distance=camera_distance, ortho_scale=ortho_scale) self.render.load_mesh(mesh) depth_maps = self.render_depth_multiview( selected_camera_elevs, selected_camera_azims) depth_tensors = torch.stack(depth_maps, dim=0) depth_tensors = depth_tensors.repeat(1, 1, 1, 3) return (depth_tensors,) def render_depth_multiview(self, camera_elevs, camera_azims): depth_maps = [] for elev, azim in zip(camera_elevs, camera_azims): depth_map = self.render.render_depth(elev, azim, return_type='th') depth_maps.append(depth_map) return depth_maps class Hy3DSampleMultiView: @classmethod def INPUT_TYPES(s): return { "required": { "pipeline": ("HY3DPAINTMODEL",), "ref_image": ("IMAGE", ), "normal_maps": ("IMAGE", ), "position_maps": ("IMAGE", ), "view_size": ("INT", {"default": 512, "min": 64, "max": 4096, "step": 16}), "steps": ("INT", {"default": 30, "min": 1}), "seed": ("INT", {"default": 0, "min": 0, "max": 0xffffffffffffffff}), }, "optional": { "camera_config": ("HY3DCAMERA",), } } RETURN_TYPES = ("IMAGE",) RETURN_NAMES = ("image",) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, pipeline, ref_image, normal_maps, position_maps, view_size, seed, steps, camera_config=None): device = mm.get_torch_device() mm.soft_empty_cache() torch.manual_seed(seed) generator=torch.Generator(device=pipeline.device).manual_seed(seed) input_image = ref_image.permute(0, 3, 1, 2).unsqueeze(0).to(device) device = mm.get_torch_device() if camera_config is None: selected_camera_azims = [0, 90, 180, 270, 0, 180] selected_camera_elevs = [0, 0, 0, 0, 90, -90] else: selected_camera_azims = camera_config["selected_camera_azims"] selected_camera_elevs = camera_config["selected_camera_elevs"] camera_info = [(((azim // 30) + 9) % 12) // {-90: 3, -45: 2, -20: 1, 0: 1, 20: 1, 45: 2, 90: 3}[ elev] + {-90: 36, -45: 30, -20: 0, 0: 12, 20: 24, 45: 30, 90: 40}[elev] for azim, elev in zip(selected_camera_azims, selected_camera_elevs)] print(camera_info) normal_maps_np = (normal_maps * 255).to(torch.uint8).cpu().numpy() normal_maps_pil = [Image.fromarray(normal_map) for normal_map in normal_maps_np] position_maps_np = (position_maps * 255).to(torch.uint8).cpu().numpy() position_maps_pil = [Image.fromarray(position_map) for position_map in position_maps_np] control_images = normal_maps_pil + position_maps_pil for i in range(len(control_images)): control_images[i] = control_images[i].resize((view_size, view_size)) if control_images[i].mode == 'L': control_images[i] = control_images[i].point(lambda x: 255 if x > 1 else 0, mode='1') num_view = len(control_images) // 2 normal_image = [[control_images[i] for i in range(num_view)]] position_image = [[control_images[i + num_view] for i in range(num_view)]] callback = ComfyProgressCallback(total_steps=steps) multiview_images = pipeline( input_image, width=view_size, height=view_size, generator=generator, num_in_batch = num_view, camera_info_gen = [camera_info], camera_info_ref = [[0]], normal_imgs = normal_image, position_imgs = position_image, num_inference_steps=steps, output_type="pt", callback_on_step_end=callback, callback_on_step_end_tensor_inputs=["latents", "prompt_embeds", "negative_prompt_embeds"] ).images out_tensors = multiview_images.permute(0, 2, 3, 1).cpu().float() return (out_tensors,) class Hy3DBakeFromMultiview: @classmethod def INPUT_TYPES(s): return { "required": { "images": ("IMAGE", ), "renderer": ("MESHRENDER",), }, "optional": { "camera_config": ("HY3DCAMERA",), } } RETURN_TYPES = ("IMAGE", "MASK", "MESHRENDER") RETURN_NAMES = ("texture", "mask", "renderer") FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, images, renderer, camera_config=None): device = mm.get_torch_device() self.render = renderer multiviews = images.permute(0, 3, 1, 2) multiviews = multiviews.cpu().numpy() multiviews_pil = [Image.fromarray((image.transpose(1, 2, 0) * 255).astype(np.uint8)) for image in multiviews] if camera_config is None: selected_camera_azims = [0, 90, 180, 270, 0, 180] selected_camera_elevs = [0, 0, 0, 0, 90, -90] selected_view_weights = [1, 0.1, 0.5, 0.1, 0.05, 0.05] else: selected_camera_azims = camera_config["selected_camera_azims"] selected_camera_elevs = camera_config["selected_camera_elevs"] selected_view_weights = camera_config["selected_view_weights"] merge_method = 'fast' self.bake_exp = 4 texture, mask = self.bake_from_multiview(multiviews_pil, selected_camera_elevs, selected_camera_azims, selected_view_weights, method=merge_method) mask = mask.squeeze(-1).cpu().float() texture = texture.unsqueeze(0).cpu().float() return (texture, mask, self.render) def bake_from_multiview(self, views, camera_elevs, camera_azims, view_weights, method='graphcut'): project_textures, project_weighted_cos_maps = [], [] project_boundary_maps = [] pbar = ProgressBar(len(views)) for view, camera_elev, camera_azim, weight in zip( views, camera_elevs, camera_azims, view_weights): project_texture, project_cos_map, project_boundary_map = self.render.back_project( view, camera_elev, camera_azim) project_cos_map = weight * (project_cos_map ** self.bake_exp) project_textures.append(project_texture) project_weighted_cos_maps.append(project_cos_map) project_boundary_maps.append(project_boundary_map) pbar.update(1) if method == 'fast': texture, ori_trust_map = self.render.fast_bake_texture( project_textures, project_weighted_cos_maps) else: raise f'no method {method}' return texture, ori_trust_map > 1E-8 class Hy3DMeshVerticeInpaintTexture: @classmethod def INPUT_TYPES(s): return { "required": { "texture": ("IMAGE", ), "mask": ("MASK", ), "renderer": ("MESHRENDER",), }, } RETURN_TYPES = ("IMAGE", "MASK", "MESHRENDER" ) RETURN_NAMES = ("texture", "mask", "renderer" ) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, texture, renderer, mask): from .hy3dgen.texgen.differentiable_renderer.mesh_processor import meshVerticeInpaint vtx_pos, pos_idx, vtx_uv, uv_idx = renderer.get_mesh() mask_np = (mask.squeeze(-1).squeeze(0).cpu().numpy() * 255).astype(np.uint8) texture_np = texture.squeeze(0).cpu().numpy() * 255 texture_np, mask_np = meshVerticeInpaint( texture_np, mask_np, vtx_pos, vtx_uv, pos_idx, uv_idx) texture_tensor = torch.from_numpy(texture_np).float() / 255.0 texture_tensor = texture_tensor.unsqueeze(0) mask_tensor = torch.from_numpy(mask_np).float() / 255.0 mask_tensor = mask_tensor.unsqueeze(0) return (texture_tensor, mask_tensor, renderer) class CV2InpaintTexture: @classmethod def INPUT_TYPES(s): return { "required": { "texture": ("IMAGE", ), "mask": ("MASK", ), "inpaint_radius": ("INT", {"default": 3, "min": 1, "max": 10, "step": 1}), "inpaint_method": (["ns", "telea"], {"default": "ns"}), }, } RETURN_TYPES = ("IMAGE", ) RETURN_NAMES = ("texture", ) FUNCTION = "inpaint" CATEGORY = "Hunyuan3DWrapper" def inpaint(self, texture, mask, inpaint_radius, inpaint_method): import cv2 mask = 1 - mask mask_np = (mask.squeeze(-1).squeeze(0).cpu().numpy() * 255).astype(np.uint8) texture_np = (texture.squeeze(0).cpu().numpy() * 255).astype(np.uint8) if inpaint_method == "ns": inpaint_algo = cv2.INPAINT_NS elif inpaint_method == "telea": inpaint_algo = cv2.INPAINT_TELEA texture_np = cv2.inpaint( texture_np, mask_np, inpaint_radius, inpaint_algo) texture_tensor = torch.from_numpy(texture_np).float() / 255.0 texture_tensor = texture_tensor.unsqueeze(0) return (texture_tensor, ) class Hy3DApplyTexture: @classmethod def INPUT_TYPES(s): return { "required": { "texture": ("IMAGE", ), "renderer": ("MESHRENDER",), }, } RETURN_TYPES = ("HY3DMESH", ) RETURN_NAMES = ("mesh", ) FUNCTION = "apply" CATEGORY = "Hunyuan3DWrapper" def apply(self, texture, renderer): self.render = renderer self.render.set_texture(texture.squeeze(0)) textured_mesh = self.render.save_mesh() return (textured_mesh,) #region Mesh class Hy3DLoadMesh: @classmethod def INPUT_TYPES(s): return { "required": { "glb_path": ("STRING", {"default": "", "tooltip": "The glb path with mesh to load."}), } } RETURN_TYPES = ("HY3DMESH",) RETURN_NAMES = ("mesh",) OUTPUT_TOOLTIPS = ("The glb model with mesh to texturize.",) FUNCTION = "load" CATEGORY = "Hunyuan3DWrapper" DESCRIPTION = "Loads a glb model from the given path." def load(self, glb_path): mesh = trimesh.load(glb_path, force="mesh") return (mesh,) class Hy3DGenerateMesh: @classmethod def INPUT_TYPES(s): return { "required": { "pipeline": ("HY3DMODEL",), "image": ("IMAGE", ), "guidance_scale": ("FLOAT", {"default": 5.5, "min": 0.0, "max": 100.0, "step": 0.01}), "steps": ("INT", {"default": 30, "min": 1}), "seed": ("INT", {"default": 0, "min": 0, "max": 0xffffffffffffffff}), }, "optional": { "mask": ("MASK", ), } } RETURN_TYPES = ("HY3DLATENT",) RETURN_NAMES = ("latents",) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, pipeline, image, steps, guidance_scale, seed, mask=None): device = mm.get_torch_device() offload_device = mm.unet_offload_device() image = image.permute(0, 3, 1, 2).to(device) image = image * 2 - 1 if mask is not None: mask = mask.unsqueeze(0).to(device) pipeline.to(device) try: torch.cuda.reset_peak_memory_stats(device) except: pass latents = pipeline( image=image, mask=mask, num_inference_steps=steps, guidance_scale=guidance_scale, generator=torch.manual_seed(seed)) print_memory(device) try: torch.cuda.reset_peak_memory_stats(device) except: pass pipeline.to(offload_device) return (latents, ) class Hy3DVAEDecode: @classmethod def INPUT_TYPES(s): return { "required": { "vae": ("HY3DVAE",), "latents": ("HY3DLATENT", ), "box_v": ("FLOAT", {"default": 1.01, "min": -10.0, "max": 10.0, "step": 0.001}), "octree_resolution": ("INT", {"default": 384, "min": 64, "max": 4096, "step": 16}), "num_chunks": ("INT", {"default": 8000, "min": 1, "max": 10000000, "step": 1}), "mc_level": ("FLOAT", {"default": 0, "min": -1.0, "max": 1.0, "step": 0.0001}), "mc_algo": (["mc", "dmc"], {"default": "mc"}), }, } RETURN_TYPES = ("HY3DMESH",) RETURN_NAMES = ("mesh",) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, vae, latents, box_v, octree_resolution, mc_level, num_chunks, mc_algo): device = mm.get_torch_device() offload_device = mm.unet_offload_device() vae.to(device) latents = 1. / vae.scale_factor * latents latents = vae(latents) outputs = vae.latents2mesh( latents, bounds=box_v, mc_level=mc_level, num_chunks=num_chunks, octree_resolution=octree_resolution, mc_algo=mc_algo, )[0] vae.to(offload_device) outputs.mesh_f = outputs.mesh_f[:, ::-1] mesh_output = trimesh.Trimesh(outputs.mesh_v, outputs.mesh_f) log.info(f"Decoded mesh with {mesh_output.vertices.shape[0]} vertices and {mesh_output.faces.shape[0]} faces") return (mesh_output, ) class Hy3DPostprocessMesh: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "remove_floaters": ("BOOLEAN", {"default": True}), "remove_degenerate_faces": ("BOOLEAN", {"default": True}), "reduce_faces": ("BOOLEAN", {"default": True}), "max_facenum": ("INT", {"default": 40000, "min": 1, "max": 10000000, "step": 1}), "smooth_normals": ("BOOLEAN", {"default": False}), }, } RETURN_TYPES = ("HY3DMESH",) RETURN_NAMES = ("mesh",) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, mesh, remove_floaters, remove_degenerate_faces, reduce_faces, max_facenum, smooth_normals): new_mesh = mesh.copy() if remove_floaters: new_mesh = FloaterRemover()(new_mesh) log.info(f"Removed floaters, resulting in {new_mesh.vertices.shape[0]} vertices and {new_mesh.faces.shape[0]} faces") if remove_degenerate_faces: new_mesh = DegenerateFaceRemover()(new_mesh) log.info(f"Removed degenerate faces, resulting in {new_mesh.vertices.shape[0]} vertices and {new_mesh.faces.shape[0]} faces") if reduce_faces: new_mesh = FaceReducer()(new_mesh, max_facenum=max_facenum) log.info(f"Reduced faces, resulting in {new_mesh.vertices.shape[0]} vertices and {new_mesh.faces.shape[0]} faces") if smooth_normals: new_mesh.vertex_normals = trimesh.smoothing.get_vertices_normals(new_mesh) return (new_mesh, ) class Hy3DGetMeshPBRTextures: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "texture" : (["base_color", "emissive", "metallic_roughness", "normal", "occlusion"], ), }, } RETURN_TYPES = ("IMAGE", ) RETURN_NAMES = ("image",) FUNCTION = "get_textures" CATEGORY = "Hunyuan3DWrapper" def get_textures(self, mesh, texture): TEXTURE_MAPPING = { 'base_color': ('baseColorTexture', "Base color"), 'emissive': ('emissiveTexture', "Emissive"), 'metallic_roughness': ('metallicRoughnessTexture', "Metallic roughness"), 'normal': ('normalTexture', "Normal"), 'occlusion': ('occlusionTexture', "Occlusion"), } texture_attr, texture_name = TEXTURE_MAPPING[texture] texture_data = getattr(mesh.visual.material, texture_attr) if texture_data is None: raise ValueError(f"{texture_name} texture not found") to_tensor = transforms.ToTensor() return (to_tensor(texture_data).unsqueeze(0).permute(0, 2, 3, 1).cpu().float(),) class Hy3DSetMeshPBRTextures: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "image": ("IMAGE", ), "texture" : (["base_color", "emissive", "metallic_roughness", "normal", "occlusion"], ), }, } RETURN_TYPES = ("HY3DMESH", ) RETURN_NAMES = ("mesh",) FUNCTION = "set_textures" CATEGORY = "Hunyuan3DWrapper" def set_textures(self, mesh, image, texture): from trimesh.visual.material import SimpleMaterial if isinstance(mesh.visual.material, SimpleMaterial): log.info("Found SimpleMaterial, Converting to PBRMaterial") mesh.visual.material = mesh.visual.material.to_pbr() TEXTURE_MAPPING = { 'base_color': ('baseColorTexture', "Base color"), 'emissive': ('emissiveTexture', "Emissive"), 'metallic_roughness': ('metallicRoughnessTexture', "Metallic roughness"), 'normal': ('normalTexture', "Normal"), 'occlusion': ('occlusionTexture', "Occlusion"), } new_mesh = mesh.copy() texture_attr, texture_name = TEXTURE_MAPPING[texture] image_np = (image[0].cpu().numpy() * 255).astype(np.uint8) if image_np.shape[2] == 4: # RGBA pil_image = Image.fromarray(image_np, 'RGBA') else: # RGB pil_image = Image.fromarray(image_np, 'RGB') setattr(new_mesh.visual.material, texture_attr, pil_image) return (new_mesh,) class Hy3DSetMeshPBRAttributes: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "baseColorFactor": ("FLOAT", {"default": 1.0, "min": 0.0, "max": 1.0, "step": 0.01}), "emissiveFactor": ("FLOAT", {"default": 0.0, "min": 0.0, "max": 1.0, "step": 0.01}), "metallicFactor": ("FLOAT", {"default": 0.5, "min": 0.0, "max": 1.0, "step": 0.01}), "roughnessFactor": ("FLOAT", {"default": 0.5, "min": 0.0, "max": 1.0, "step": 0.01}), "doubleSided": ("BOOLEAN", {"default": False}), }, } RETURN_TYPES = ("HY3DMESH", ) RETURN_NAMES = ("mesh",) FUNCTION = "set_textures" CATEGORY = "Hunyuan3DWrapper" def set_textures(self, mesh, baseColorFactor, emissiveFactor, metallicFactor, roughnessFactor, doubleSided): new_mesh = mesh.copy() new_mesh.visual.material.baseColorFactor = [baseColorFactor, baseColorFactor, baseColorFactor, 1.0] new_mesh.visual.material.emissiveFactor = [emissiveFactor, emissiveFactor, emissiveFactor] new_mesh.visual.material.metallicFactor = metallicFactor new_mesh.visual.material.roughnessFactor = roughnessFactor new_mesh.visual.material.doubleSided = doubleSided return (new_mesh,) class Hy3DExportMesh: @classmethod def INPUT_TYPES(s): return { "required": { "mesh": ("HY3DMESH",), "filename_prefix": ("STRING", {"default": "3D/Hy3D"}), }, } RETURN_TYPES = ("STRING",) RETURN_NAMES = ("glb_path",) FUNCTION = "process" CATEGORY = "Hunyuan3DWrapper" def process(self, mesh, filename_prefix): full_output_folder, filename, counter, subfolder, filename_prefix = folder_paths.get_save_image_path(filename_prefix, folder_paths.get_output_directory()) output_glb_path = Path(full_output_folder, f'{filename}_{counter:05}_.glb') output_glb_path.parent.mkdir(exist_ok=True) mesh.export(output_glb_path) relative_path = Path(subfolder) / f'{filename}_{counter:05}_.glb' return (str(relative_path), ) NODE_CLASS_MAPPINGS = { "Hy3DModelLoader": Hy3DModelLoader, "Hy3DGenerateMesh": Hy3DGenerateMesh, "Hy3DExportMesh": Hy3DExportMesh, "DownloadAndLoadHy3DDelightModel": DownloadAndLoadHy3DDelightModel, "DownloadAndLoadHy3DPaintModel": DownloadAndLoadHy3DPaintModel, "Hy3DDelightImage": Hy3DDelightImage, "Hy3DRenderMultiView": Hy3DRenderMultiView, "Hy3DBakeFromMultiview": Hy3DBakeFromMultiview, "Hy3DTorchCompileSettings": Hy3DTorchCompileSettings, "Hy3DPostprocessMesh": Hy3DPostprocessMesh, "Hy3DLoadMesh": Hy3DLoadMesh, "Hy3DCameraConfig": Hy3DCameraConfig, "Hy3DMeshUVWrap": Hy3DMeshUVWrap, "Hy3DSampleMultiView": Hy3DSampleMultiView, "Hy3DMeshVerticeInpaintTexture": Hy3DMeshVerticeInpaintTexture, "Hy3DApplyTexture": Hy3DApplyTexture, "CV2InpaintTexture": CV2InpaintTexture, "Hy3DRenderMultiViewDepth": Hy3DRenderMultiViewDepth, "Hy3DGetMeshPBRTextures": Hy3DGetMeshPBRTextures, "Hy3DSetMeshPBRTextures": Hy3DSetMeshPBRTextures, "Hy3DSetMeshPBRAttributes": Hy3DSetMeshPBRAttributes, "Hy3DVAEDecode": Hy3DVAEDecode, "Hy3DRenderSingleView": Hy3DRenderSingleView } NODE_DISPLAY_NAME_MAPPINGS = { "Hy3DModelLoader": "Hy3DModelLoader", "Hy3DGenerateMesh": "Hy3DGenerateMesh", "Hy3DExportMesh": "Hy3DExportMesh", "DownloadAndLoadHy3DDelightModel": "(Down)Load Hy3D DelightModel", "DownloadAndLoadHy3DPaintModel": "(Down)Load Hy3D PaintModel", "Hy3DDelightImage": "Hy3DDelightImage", "Hy3DRenderMultiView": "Hy3D Render MultiView", "Hy3DBakeFromMultiview": "Hy3D Bake From Multiview", "Hy3DTorchCompileSettings": "Hy3D Torch Compile Settings", "Hy3DPostprocessMesh": "Hy3D Postprocess Mesh", "Hy3DLoadMesh": "Hy3D Load Mesh", "Hy3DCameraConfig": "Hy3D Camera Config", "Hy3DMeshUVWrap": "Hy3D Mesh UV Wrap", "Hy3DSampleMultiView": "Hy3D Sample MultiView", "Hy3DMeshVerticeInpaintTexture": "Hy3D Mesh Vertice Inpaint Texture", "Hy3DApplyTexture": "Hy3D Apply Texture", "CV2InpaintTexture": "CV2 Inpaint Texture", "Hy3DRenderMultiViewDepth": "Hy3D Render MultiView Depth", "Hy3DGetMeshPBRTextures": "Hy3D Get Mesh PBR Textures", "Hy3DSetMeshPBRTextures": "Hy3D Set Mesh PBR Textures", "Hy3DSetMeshPBRAttributes": "Hy3D Set Mesh PBR Attributes", "Hy3DVAEDecode": "Hy3D VAE Decode", "Hy3DRenderSingleView": "Hy3D Render SingleView" }