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Trellis2/Hunyuan3d: n>1 batched cascade support
Mesh-producing nodes (VoxelToMeshBasic, VoxelToMesh, VaeDecodeShapeTrellis) previously stacked per-batch vertex/face tensors with torch.stack, which failed under batch>1 because per-item meshes have variable shapes. Store per-item tensors as lists when shapes differ; keep stacked-tensor fast path when shapes match. Update SaveGLB, PostProcessMesh, and VaeDecodeTextureTrellis consumers to iterate per-item when input is a list. Trellis2Conditioning.execute previously collapsed batched image/mask input to index 0, yielding identical conditioning for every batch item. Loop over the batch and produce per-image cond_512/cond_1024/neg_cond tensors stacked along the batch dim, matching the latent batch size. batch_size=1 behavior is unchanged. batch_size>1 runs now emit one GLB per batch item per SaveGLB node and carry per-image conditioning through the structure/shape/texture cascade.
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@ -443,7 +443,9 @@ class VoxelToMeshBasic(IO.ComfyNode):
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vertices.append(v)
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vertices.append(v)
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faces.append(f)
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faces.append(f)
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if vertices and all(v.shape == vertices[0].shape for v in vertices) and all(f.shape == faces[0].shape for f in faces):
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return IO.NodeOutput(Types.MESH(torch.stack(vertices), torch.stack(faces)))
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return IO.NodeOutput(Types.MESH(torch.stack(vertices), torch.stack(faces)))
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return IO.NodeOutput(Types.MESH(vertices, faces))
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decode = execute # TODO: remove
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decode = execute # TODO: remove
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@ -479,7 +481,9 @@ class VoxelToMesh(IO.ComfyNode):
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vertices.append(v)
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vertices.append(v)
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faces.append(f)
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faces.append(f)
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if vertices and all(v.shape == vertices[0].shape for v in vertices) and all(f.shape == faces[0].shape for f in faces):
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return IO.NodeOutput(Types.MESH(torch.stack(vertices), torch.stack(faces)))
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return IO.NodeOutput(Types.MESH(torch.stack(vertices), torch.stack(faces)))
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return IO.NodeOutput(Types.MESH(vertices, faces))
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decode = execute # TODO: remove
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decode = execute # TODO: remove
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@ -682,7 +686,8 @@ class SaveGLB(IO.ComfyNode):
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})
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})
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else:
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else:
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# Handle Mesh input - save vertices and faces as GLB
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# Handle Mesh input - save vertices and faces as GLB
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for i in range(mesh.vertices.shape[0]):
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bsz = len(mesh.vertices) if isinstance(mesh.vertices, list) else mesh.vertices.shape[0]
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for i in range(bsz):
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f = f"{filename}_{counter:05}_.glb"
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f = f"{filename}_{counter:05}_.glb"
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v_colors = mesh.colors[i] if hasattr(mesh, "colors") and mesh.colors is not None else None
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v_colors = mesh.colors[i] if hasattr(mesh, "colors") and mesh.colors is not None else None
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save_glb(mesh.vertices[i], mesh.faces[i], os.path.join(full_output_folder, f), metadata, v_colors)
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save_glb(mesh.vertices[i], mesh.faces[i], os.path.join(full_output_folder, f), metadata, v_colors)
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@ -117,9 +117,12 @@ class VaeDecodeShapeTrellis(IO.ComfyNode):
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samples = shape_norm(samples, coords)
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samples = shape_norm(samples, coords)
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mesh, subs = vae.decode_shape_slat(samples, resolution)
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mesh, subs = vae.decode_shape_slat(samples, resolution)
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faces = torch.stack([m.faces for m in mesh])
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face_list = [m.faces for m in mesh]
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verts = torch.stack([m.vertices for m in mesh])
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vert_list = [m.vertices for m in mesh]
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mesh = Types.MESH(vertices=verts, faces=faces)
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if all(v.shape == vert_list[0].shape for v in vert_list) and all(f.shape == face_list[0].shape for f in face_list):
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mesh = Types.MESH(vertices=torch.stack(vert_list), faces=torch.stack(face_list))
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else:
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mesh = Types.MESH(vertices=vert_list, faces=face_list)
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return IO.NodeOutput(mesh, subs)
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return IO.NodeOutput(mesh, subs)
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class VaeDecodeTextureTrellis(IO.ComfyNode):
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class VaeDecodeTextureTrellis(IO.ComfyNode):
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@ -160,7 +163,22 @@ class VaeDecodeTextureTrellis(IO.ComfyNode):
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voxel = vae.decode_tex_slat(samples, shape_subs)
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voxel = vae.decode_tex_slat(samples, shape_subs)
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color_feats = voxel.feats[:, :3]
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color_feats = voxel.feats[:, :3]
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voxel_coords = voxel.coords[:, 1:]
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voxel_coords = voxel.coords[:, 1:]
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voxel_batch_idx = voxel.coords[:, 0]
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if isinstance(shape_mesh.vertices, list):
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out_verts, out_faces, out_colors = [], [], []
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for i in range(len(shape_mesh.vertices)):
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sel = voxel_batch_idx == i
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item_coords = voxel_coords[sel]
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item_colors = color_feats[sel]
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item_mesh = Types.MESH(vertices=shape_mesh.vertices[i].unsqueeze(0), faces=shape_mesh.faces[i].unsqueeze(0))
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painted = paint_mesh_with_voxels(item_mesh, item_coords, item_colors, resolution=resolution)
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out_verts.append(painted.vertices.squeeze(0))
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out_faces.append(painted.faces.squeeze(0))
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out_colors.append(painted.colors.squeeze(0))
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out_mesh = Types.MESH(vertices=out_verts, faces=out_faces)
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out_mesh.colors = out_colors
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else:
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out_mesh = paint_mesh_with_voxels(shape_mesh, voxel_coords, color_feats, resolution=resolution)
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out_mesh = paint_mesh_with_voxels(shape_mesh, voxel_coords, color_feats, resolution=resolution)
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return IO.NodeOutput(out_mesh)
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return IO.NodeOutput(out_mesh)
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@ -310,14 +328,22 @@ class Trellis2Conditioning(IO.ComfyNode):
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@classmethod
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@classmethod
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def execute(cls, clip_vision_model, image, mask, background_color) -> IO.NodeOutput:
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def execute(cls, clip_vision_model, image, mask, background_color) -> IO.NodeOutput:
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# Normalize to batched form so per-image conditioning loop below is uniform.
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if image.ndim == 3:
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image = image.unsqueeze(0)
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if mask.ndim == 2:
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mask = mask.unsqueeze(0)
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batch_size = image.shape[0]
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if image.ndim == 4:
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cond_512_list = []
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image = image[0]
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cond_1024_list = []
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if mask.ndim == 3:
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mask = mask[0]
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img_np = (image.cpu().numpy() * 255).clip(0, 255).astype(np.uint8)
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for b in range(batch_size):
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mask_np = (mask.cpu().numpy() * 255).clip(0, 255).astype(np.uint8)
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item_image = image[b]
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item_mask = mask[b]
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img_np = (item_image.cpu().numpy() * 255).clip(0, 255).astype(np.uint8)
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mask_np = (item_mask.cpu().numpy() * 255).clip(0, 255).astype(np.uint8)
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pil_img = Image.fromarray(img_np)
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pil_img = Image.fromarray(img_np)
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pil_mask = Image.fromarray(mask_np)
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pil_mask = Image.fromarray(mask_np)
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@ -368,11 +394,17 @@ class Trellis2Conditioning(IO.ComfyNode):
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cropped_pil = Image.fromarray(composite_uint8)
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cropped_pil = Image.fromarray(composite_uint8)
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conditioning = run_conditioning(clip_vision_model, cropped_pil, include_1024=True)
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item_conditioning = run_conditioning(clip_vision_model, cropped_pil, include_1024=True)
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cond_512_list.append(item_conditioning["cond_512"])
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cond_1024_list.append(item_conditioning["cond_1024"])
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embeds = conditioning["cond_1024"]
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cond_512_batched = torch.cat(cond_512_list, dim=0)
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positive = [[conditioning["cond_512"], {"embeds": embeds}]]
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cond_1024_batched = torch.cat(cond_1024_list, dim=0)
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negative = [[conditioning["neg_cond"], {"embeds": torch.zeros_like(embeds)}]]
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neg_cond_batched = torch.zeros_like(cond_512_batched)
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neg_embeds_batched = torch.zeros_like(cond_1024_batched)
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positive = [[cond_512_batched, {"embeds": cond_1024_batched}]]
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negative = [[neg_cond_batched, {"embeds": neg_embeds_batched}]]
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return IO.NodeOutput(positive, negative)
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return IO.NodeOutput(positive, negative)
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class EmptyShapeLatentTrellis2(IO.ComfyNode):
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class EmptyShapeLatentTrellis2(IO.ComfyNode):
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@ -659,7 +691,27 @@ class PostProcessMesh(IO.ComfyNode):
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@classmethod
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@classmethod
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def execute(cls, mesh, simplify, fill_holes_perimeter):
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def execute(cls, mesh, simplify, fill_holes_perimeter):
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# TODO: batched mode may break
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if isinstance(mesh.vertices, list):
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out_verts, out_faces, out_colors = [], [], []
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colors_in = mesh.colors if hasattr(mesh, "colors") and mesh.colors is not None else None
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for i in range(len(mesh.vertices)):
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v_i = mesh.vertices[i]
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f_i = mesh.faces[i]
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c_i = colors_in[i] if colors_in is not None else None
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actual_face_count = f_i.shape[0]
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if fill_holes_perimeter > 0:
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v_i, f_i = fill_holes_fn(v_i, f_i, max_perimeter=fill_holes_perimeter)
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if simplify > 0 and actual_face_count > simplify:
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v_i, f_i, c_i = simplify_fn(v_i, f_i, target=simplify, colors=c_i)
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v_i, f_i = make_double_sided(v_i, f_i)
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out_verts.append(v_i)
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out_faces.append(f_i)
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if c_i is not None:
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out_colors.append(c_i)
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out_mesh = type(mesh)(vertices=out_verts, faces=out_faces)
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if len(out_colors) == len(out_verts):
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out_mesh.colors = out_colors
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return IO.NodeOutput(out_mesh)
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verts, faces = mesh.vertices, mesh.faces
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verts, faces = mesh.vertices, mesh.faces
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colors = None
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colors = None
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if hasattr(mesh, "colors"):
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if hasattr(mesh, "colors"):
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