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Revert support for DA3Geometry for MoGeRender.
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@ -19,9 +19,6 @@ from tqdm.auto import tqdm
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MoGeModelType = io.Custom("MOGE_MODEL")
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MoGeGeometry = io.Custom("MOGE_GEOMETRY")
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# Redefined (not imported) to avoid a hard dependency on nodes_depth_anything_3;
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# io.Custom types are matched by string key, so both definitions refer to the same wire type.
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DA3Geometry = io.Custom("DA3_GEOMETRY")
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# MOGE_GEOMETRY is a dict with these optional keys (absent when the upstream model didn't produce them):
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# "points": torch.Tensor (B, H, W, 3)
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@ -32,7 +29,6 @@ DA3Geometry = io.Custom("DA3_GEOMETRY")
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# "image": torch.Tensor (B, H, W, 3) in [0, 1], CPU (always present)
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def _normals_from_points(points: torch.Tensor) -> torch.Tensor:
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"""Camera-space surface normals from a (B, H, W, 3) point map (v1 fallback)."""
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finite = torch.isfinite(points).all(dim=-1)
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@ -278,10 +274,7 @@ class MoGeRender(io.ComfyNode):
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description="Render a depth map or normal map from geometry data",
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category="image/geometry_estimation",
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inputs=[
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io.MultiType.Input("moge_geometry", types=[MoGeGeometry, DA3Geometry],
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tooltip="Accepts MOGE_GEOMETRY (from MoGe nodes) or DA3_GEOMETRY (from Depth Anything 3). "
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"Normal render modes require points or normals and will error if those are absent — "
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"DA3 produces no point cloud, so only 'depth' and 'mask' outputs are supported."),
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MoGeGeometry.Input("moge_geometry"),
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io.Combo.Input("output", options=["depth", "depth_colored", "normal_opengl", "normal_directx", "mask"], default="depth",
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tooltip="DirectX vs OpenGL controls the normal-map green-channel convention. DirectX: green = -Y down (Unreal). OpenGL: green = +Y up (Blender, Substance, Unity, glTF)."),
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],
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