import torch import numpy as np from typing_extensions import override from comfy_api.latest import ComfyExtension, IO, Types import copy import comfy.utils import logging import scipy def get_mesh_batch_item(mesh, index): if hasattr(mesh, "vertex_counts") and mesh.vertex_counts is not None: vertex_count = int(mesh.vertex_counts[index].item()) face_count = int(mesh.face_counts[index].item()) vertices = mesh.vertices[index, :vertex_count] faces = mesh.faces[index, :face_count] colors = None if hasattr(mesh, "colors") and mesh.colors is not None: if hasattr(mesh, "color_counts") and mesh.color_counts is not None: color_count = int(mesh.color_counts[index].item()) colors = mesh.colors[index, :color_count] else: colors = mesh.colors[index, :vertex_count] return vertices, faces, colors colors = None if hasattr(mesh, "colors") and mesh.colors is not None: colors = mesh.colors[index] return mesh.vertices[index], mesh.faces[index], colors def pack_variable_mesh_batch(vertices, faces, colors=None): batch_size = len(vertices) max_vertices = max(v.shape[0] for v in vertices) max_faces = max(f.shape[0] for f in faces) packed_vertices = vertices[0].new_zeros((batch_size, max_vertices, vertices[0].shape[1])) packed_faces = faces[0].new_zeros((batch_size, max_faces, faces[0].shape[1])) vertex_counts = torch.tensor([v.shape[0] for v in vertices], device=vertices[0].device, dtype=torch.int64) face_counts = torch.tensor([f.shape[0] for f in faces], device=faces[0].device, dtype=torch.int64) for i, (v, f) in enumerate(zip(vertices, faces)): packed_vertices[i, :v.shape[0]] = v packed_faces[i, :f.shape[0]] = f mesh = Types.MESH(packed_vertices, packed_faces) mesh.vertex_counts = vertex_counts mesh.face_counts = face_counts if colors is not None: max_colors = max(c.shape[0] for c in colors) packed_colors = colors[0].new_zeros((batch_size, max_colors, colors[0].shape[1])) color_counts = torch.tensor([c.shape[0] for c in colors], device=colors[0].device, dtype=torch.int64) for i, c in enumerate(colors): packed_colors[i, :c.shape[0]] = c mesh.vertex_colors = packed_colors mesh.color_counts = color_counts return mesh def paint_mesh_with_voxels(mesh, voxel_coords, voxel_colors, resolution): """ Generic function to paint a mesh using nearest-neighbor colors from a sparse voxel field. """ device = comfy.model_management.vae_offload_device() origin = torch.tensor([-0.5, -0.5, -0.5], device=device) voxel_size = 1.0 / resolution # map voxels voxel_pos = voxel_coords.to(device).float() * voxel_size + origin verts = mesh.vertices.to(device).squeeze(0) voxel_colors = voxel_colors.to(device) voxel_pos_np = voxel_pos.numpy() verts_np = verts.numpy() tree = scipy.spatial.cKDTree(voxel_pos_np) # nearest neighbour k=1 _, nearest_idx_np = tree.query(verts_np, k=1, workers=-1) nearest_idx = torch.from_numpy(nearest_idx_np).long() v_colors = voxel_colors[nearest_idx] # Voxel field may carry the full PBR set (base_color, metallic, roughness, # alpha); vertex colors only use base_color RGB. if v_colors.shape[-1] > 3: v_colors = v_colors[:, :3] # to [0, 1] srgb_colors = v_colors.clamp(0, 1)#(v_colors * 0.5 + 0.5).clamp(0, 1) # to Linear RGB (required for GLTF) linear_colors = torch.pow(srgb_colors, 2.2) final_colors = linear_colors.unsqueeze(0) out_mesh = copy.deepcopy(mesh) out_mesh.vertex_colors = final_colors return out_mesh class PaintMesh(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="PaintMesh", display_name="Paint Mesh", category="latent/3d", description=( "Paints the mesh using colors from the input voxel field by matching each vertex " "to the nearest voxel color." ), inputs=[ IO.Mesh.Input("mesh"), IO.Voxel.Input("voxel_colors") ], outputs=[ IO.Mesh.Output("mesh"), ] ) @classmethod def execute(cls, mesh, voxel_colors): voxels = voxel_colors coords = voxels.data colors = voxels.voxel_colors resolution = voxels.resolution if coords.shape[0] == 0: return IO.NodeOutput(paint_mesh_default_colors(mesh)) mesh_batch_size = mesh.vertices.shape[0] if coords.shape[-1] == 4 and mesh_batch_size > 1: batch_idx = coords[:, 0].long() voxel_coords = coords[:, 1:] mesh_batch_size = mesh.vertices.shape[0] out_verts, out_faces, out_colors = [], [], [] for i in range(mesh_batch_size): sel = batch_idx == i item_coords = voxel_coords[sel] item_colors = colors[sel] item_vertices, item_faces, _ = get_mesh_batch_item(mesh, i) item_mesh = Types.MESH(vertices=item_vertices.unsqueeze(0), faces=item_faces.unsqueeze(0)) if item_coords.shape[0] == 0: painted = paint_mesh_default_colors(item_mesh) else: painted = paint_mesh_with_voxels(item_mesh, item_coords, item_colors, resolution=resolution) out_verts.append(painted.vertices.squeeze(0)) out_faces.append(painted.faces.squeeze(0)) out_colors.append(painted.vertex_colors.squeeze(0)) out_mesh = pack_variable_mesh_batch(out_verts, out_faces, out_colors) return IO.NodeOutput(out_mesh) if coords.shape[-1] == 4: coords = coords[:, 1:] out_mesh = paint_mesh_with_voxels(mesh, coords, colors, resolution=resolution) return IO.NodeOutput(out_mesh) # ============================================================================= # Texture baking from sparse voxel volume. # # Pipeline: xatlas UV unwrap → OpenGL UV-space rasterize to position map → # nearest-voxel color sample per texel → cv2.inpaint to fill UV seams → # attach texture + UVs to the Mesh for SaveGLB to serialize. # # Uses comfy_extras.nodes_glsl.GLContext for OpenGL context (already handles # GLFW / EGL / OSMesa backend selection); xatlas for UV parameterization. # ============================================================================= _GL_COMPILE_PROGRAM_CACHE_KEY = "_bake_texture_program_cache" def _gl_compile_program(gl, vert_src: str, frag_src: str): """Compile and link a minimal vert+frag GL program. Caller owns the GLuint and must glDeleteProgram when done.""" def _check_shader(s, kind): if not gl.glGetShaderiv(s, gl.GL_COMPILE_STATUS): log = gl.glGetShaderInfoLog(s).decode(errors="replace") gl.glDeleteShader(s) raise RuntimeError(f"GL {kind} shader compile failed: {log}") vs = gl.glCreateShader(gl.GL_VERTEX_SHADER) gl.glShaderSource(vs, vert_src) gl.glCompileShader(vs) _check_shader(vs, "vertex") fs = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) gl.glShaderSource(fs, frag_src) gl.glCompileShader(fs) _check_shader(fs, "fragment") prog = gl.glCreateProgram() gl.glAttachShader(prog, vs) gl.glAttachShader(prog, fs) gl.glLinkProgram(prog) gl.glDeleteShader(vs) gl.glDeleteShader(fs) if not gl.glGetProgramiv(prog, gl.GL_LINK_STATUS): log = gl.glGetProgramInfoLog(prog).decode(errors="replace") gl.glDeleteProgram(prog) raise RuntimeError(f"GL program link failed: {log}") return prog # Position-passthrough shader. Vertex maps UV → clip space; fragment outputs the # interpolated world-space vertex position (with alpha=1 marking valid texels). _BAKE_VERT_SRC = """ #version 330 core layout (location = 0) in vec3 a_pos; layout (location = 1) in vec2 a_uv; out vec3 v_pos; void main() { v_pos = a_pos; gl_Position = vec4(a_uv * 2.0 - 1.0, 0.0, 1.0); } """ _BAKE_FRAG_SRC = """ #version 330 core in vec3 v_pos; out vec4 frag_color; void main() { frag_color = vec4(v_pos, 1.0); } """ def _bake_position_map(verts_np, faces_np, uvs_np, texture_size): """Rasterize unwrapped mesh in UV space; return (position_map, mask). position_map: (H, W, 3) float32 — interpolated 3D position per texel. mask: (H, W) bool — valid (covered) texels. Uses comfy_extras.nodes_glsl.GLContext, which lazily picks GLFW/EGL/OSMesa.""" from comfy_extras.nodes_glsl import GLContext, _import_opengl GLContext() # ensure backend is initialized + current gl = _import_opengl() # PyOpenGL's high-level wrappers for the buffer/draw/readback functions # store array refs in OpenGL.contextdata, which on EGL contexts triggers # "Attempt to retrieve context when no valid context". Use the raw C # entry points (OpenGL.raw.*) instead — they skip the bookkeeping. import ctypes as _ctypes from OpenGL.raw.GL.VERSION.GL_1_1 import ( glReadPixels as _raw_glReadPixels, glTexImage2D as _raw_glTexImage2D, glDrawElements as _raw_glDrawElements, ) from OpenGL.raw.GL.VERSION.GL_1_5 import glBufferData as _raw_glBufferData from OpenGL.raw.GL.VERSION.GL_2_0 import glVertexAttribPointer as _raw_glVertexAttribPointer H = W = int(texture_size) fbo = color_tex = vbo = ibo = vao = prog = None try: # Interleaved [pos.x, pos.y, pos.z, uv.x, uv.y] per vertex (stride=20 bytes). verts32 = np.ascontiguousarray(verts_np, dtype=np.float32) uvs32 = np.ascontiguousarray(uvs_np, dtype=np.float32) faces32 = np.ascontiguousarray(faces_np, dtype=np.uint32) vbo_data = np.ascontiguousarray(np.concatenate([verts32, uvs32], axis=-1), dtype=np.float32) prog = _gl_compile_program(gl, _BAKE_VERT_SRC, _BAKE_FRAG_SRC) vao = gl.glGenVertexArrays(1) gl.glBindVertexArray(vao) vbo = gl.glGenBuffers(1) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo) _raw_glBufferData(gl.GL_ARRAY_BUFFER, int(vbo_data.nbytes), vbo_data.ctypes.data_as(_ctypes.c_void_p), gl.GL_STATIC_DRAW) ibo = gl.glGenBuffers(1) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, ibo) _raw_glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, int(faces32.nbytes), faces32.ctypes.data_as(_ctypes.c_void_p), gl.GL_STATIC_DRAW) gl.glEnableVertexAttribArray(0) _raw_glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE, 20, _ctypes.c_void_p(0)) gl.glEnableVertexAttribArray(1) _raw_glVertexAttribPointer(1, 2, gl.GL_FLOAT, gl.GL_FALSE, 20, _ctypes.c_void_p(12)) fbo = gl.glGenFramebuffers(1) gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo) color_tex = gl.glGenTextures(1) gl.glBindTexture(gl.GL_TEXTURE_2D, color_tex) _raw_glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, W, H, 0, gl.GL_RGBA, gl.GL_FLOAT, None) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, color_tex, 0) status = gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) if status != gl.GL_FRAMEBUFFER_COMPLETE: raise RuntimeError(f"FBO incomplete (status=0x{status:x})") gl.glViewport(0, 0, W, H) gl.glClearColor(0.0, 0.0, 0.0, 0.0) gl.glClear(gl.GL_COLOR_BUFFER_BIT) gl.glDisable(gl.GL_CULL_FACE) gl.glDisable(gl.GL_DEPTH_TEST) gl.glUseProgram(prog) _raw_glDrawElements(gl.GL_TRIANGLES, int(faces32.size), gl.GL_UNSIGNED_INT, None) gl.glFinish() # Pre-allocate readback buffer and pass it as a pointer so PyOpenGL # doesn't try to allocate one through its array-handler machinery. arr = np.empty((H, W, 4), dtype=np.float32) _raw_glReadPixels(0, 0, W, H, gl.GL_RGBA, gl.GL_FLOAT, arr.ctypes.data_as(_ctypes.c_void_p)) # Do NOT flipud here. Our shader places UV(0,0) at FBO bottom-left # (clip(-1,-1)), and glReadPixels returns bottom-row-first, so arr[0] # already holds the UV v=0 data. glTF samples PNG with row 0 = upper-left # = UV v=0, so storing arr as-is gives a consistent mapping. Flipping # would invert V and make every sample come from the wrong row. position_map = arr[..., :3] mask = arr[..., 3] > 0.5 return position_map, mask finally: if fbo is not None: gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0) gl.glDeleteFramebuffers(1, [fbo]) if color_tex is not None: gl.glDeleteTextures(1, [color_tex]) if vbo is not None: gl.glDeleteBuffers(1, [vbo]) if ibo is not None: gl.glDeleteBuffers(1, [ibo]) if vao is not None: gl.glBindVertexArray(0) gl.glDeleteVertexArrays(1, [vao]) if prog is not None: gl.glUseProgram(0) gl.glDeleteProgram(prog) def _sample_voxel_attrs_per_texel(position_map, mask, voxel_coords, voxel_colors, resolution): """For every masked texel, query the nearest voxel and return ALL its attribute channels. Returns (H, W, C) float32 in [0, 1] where C is the voxel feature width (3 for plain color, 6 for full PBR).""" H, W, _ = position_map.shape color_np = voxel_colors.detach().cpu().numpy().astype(np.float32) C = color_np.shape[-1] out = np.zeros((H, W, C), dtype=np.float32) if not mask.any(): return out origin = np.array([-0.5, -0.5, -0.5], dtype=np.float32) voxel_size = 1.0 / float(resolution) voxel_pos = voxel_coords.detach().cpu().numpy().astype(np.float32) * voxel_size + origin tree = scipy.spatial.cKDTree(voxel_pos) valid_positions = position_map[mask] _, nearest_idx = tree.query(valid_positions, k=1, workers=-1) out[mask] = np.clip(color_np[nearest_idx], 0.0, 1.0) return out def bake_texture_from_voxel_fn(vertices, faces, voxel_coords, voxel_colors, resolution, texture_size, inpaint_radius=3, fast_unwrap=True, existing_uvs=None, normalize_uvs=True): """Bake a baseColor (+ optional metallicRoughness) texture for `vertices/faces`, rasterizing in UV space and nearest-voxel-sampling each texel from the provided sparse colored voxel volume. If `existing_uvs` (N, 2) is given, it is used directly and xatlas is skipped — bakes onto the mesh's current UV layout without re-unwrapping. Otherwise xatlas computes a fresh atlas (verts/faces may grow at seams). Returns (out_vertices, out_faces, out_uvs, out_texture, out_mr). `fast_unwrap=True` configures xatlas with permissive chart options so it finishes in a reasonable time on large meshes — at the cost of less even UV distribution. Set False to use xatlas defaults (slow on >100k faces).""" import time v_np = vertices.detach().cpu().numpy().astype(np.float32) f_np = faces.detach().cpu().numpy().astype(np.uint32) fcount = int(f_np.shape[0]) t0 = time.perf_counter() if existing_uvs is not None: # Bake onto the mesh's current UVs — no xatlas, no seam-splitting. uv_np = existing_uvs.detach().cpu().numpy().astype(np.float32) if uv_np.shape[0] != v_np.shape[0]: raise ValueError( f"BakeTextureFromVoxel: existing UVs ({uv_np.shape[0]}) must be 1:1 " f"with vertices ({v_np.shape[0]})." ) uv_min = uv_np.min(axis=0) uv_max = uv_np.max(axis=0) oob = int(((uv_np < 0.0) | (uv_np > 1.0)).any(axis=1).sum()) logging.info(f"[BakeTextureFromVoxel] using existing UVs: {v_np.shape[0]} verts, " f"{fcount} faces (xatlas skipped)") logging.info(f"[BakeTextureFromVoxel] UV range: u[{uv_min[0]:.3f},{uv_max[0]:.3f}] " f"v[{uv_min[1]:.3f},{uv_max[1]:.3f}] out-of-[0,1] verts: {oob}/{uv_np.shape[0]}") out_of_unit = (uv_min.min() < -1e-4) or (uv_max.max() > 1.0001) if normalize_uvs and out_of_unit: # Uniform fit of the UV bbox into [0,1] (preserves chart aspect ratios). # Handles packers that overflow the unit square slightly. NOT a UDIM # de-tiler — a true multi-tile layout would get squashed; warn if the # span is large enough to look like tiling. extent = float((uv_max - uv_min).max()) span = max(float(uv_max[0] - uv_min[0]), float(uv_max[1] - uv_min[1])) if span > 1.5: logging.warning( f"[BakeTextureFromVoxel] UV span {span:.2f} looks like a tiled/UDIM " f"layout; uniform-fitting it into [0,1] will overlap tiles. " f"Re-unwrap instead (use_existing_uvs=False)." ) if extent > 0: uv_np = ((uv_np - uv_min) / extent).astype(np.float32) logging.info(f"[BakeTextureFromVoxel] normalized UVs into [0,1] " f"(uniform scale 1/{extent:.4f})") new_verts, new_faces, new_uvs = v_np, f_np, uv_np else: import xatlas if fcount > 300_000: logging.warning( f"[BakeTextureFromVoxel] mesh has {fcount} faces — xatlas chart " f"decomposition is CPU-bound and may take many minutes. Consider " f"decimating to under ~200k faces before baking." ) logging.info(f"[BakeTextureFromVoxel] xatlas unwrap: {v_np.shape[0]} verts, {fcount} faces") if fast_unwrap and hasattr(xatlas, "Atlas"): atlas = xatlas.Atlas() atlas.add_mesh(v_np, f_np) logging.info(f"[BakeTextureFromVoxel] add_mesh: {time.perf_counter() - t0:.1f}s") gen_kwargs = {} applied = [] # ChartOptions: looser growth → larger / fewer charts → faster. if hasattr(xatlas, "ChartOptions"): co = xatlas.ChartOptions() for attr, val in ( ("max_iterations", 1), ("max_cost", 8.0), ("normal_deviation_weight", 1.0), ("roundness_weight", 0.0), ("straightness_weight", 0.0), ("normal_seam_weight", 1.0), ("texture_seam_weight", 0.0), ("use_input_mesh_uvs", False), ): if hasattr(co, attr): setattr(co, attr, val) applied.append(f"chart.{attr}") gen_kwargs["chart_options"] = co # PackOptions.bruteForce defaults to True — tries many rotations per # chart and is the single biggest contributor to pack time on small # meshes. Off it loses ~5-15% packing efficiency but runs ~5× faster. if hasattr(xatlas, "PackOptions"): po = xatlas.PackOptions() for attr, val in ( ("bruteForce", False), ("brute_force", False), # snake_case alias on some builds ("create_image", False), ("createImage", False), ("padding", 2), ): if hasattr(po, attr): setattr(po, attr, val) applied.append(f"pack.{attr}") gen_kwargs["pack_options"] = po logging.info(f"[BakeTextureFromVoxel] options applied: {applied}") tgen = time.perf_counter() try: atlas.generate(**gen_kwargs) except TypeError as e: logging.warning(f"[BakeTextureFromVoxel] generate(**kwargs) rejected ({e}); retrying with defaults") atlas.generate() logging.info(f"[BakeTextureFromVoxel] generate: {time.perf_counter() - tgen:.1f}s") tget = time.perf_counter() vmapping, indices, uvs = atlas[0] logging.info(f"[BakeTextureFromVoxel] retrieve: {time.perf_counter() - tget:.1f}s") else: vmapping, indices, uvs = xatlas.parametrize(v_np, f_np) logging.info(f"[BakeTextureFromVoxel] xatlas total {time.perf_counter() - t0:.1f}s " f"({vmapping.shape[0]} verts after seams)") new_verts = v_np[vmapping] new_faces = indices.astype(np.uint32) new_uvs = uvs.astype(np.float32) t1 = time.perf_counter() position_map, mask = _bake_position_map(new_verts, new_faces, new_uvs, texture_size) logging.info(f"[BakeTextureFromVoxel] GL rasterize {texture_size}² in {time.perf_counter() - t1:.1f}s " f"({int(mask.sum())}/{mask.size} texels covered)") t2 = time.perf_counter() attrs = _sample_voxel_attrs_per_texel( position_map, mask, voxel_coords, voxel_colors, resolution, ) logging.info(f"[BakeTextureFromVoxel] voxel sample in {time.perf_counter() - t2:.1f}s " f"({attrs.shape[-1]} channels)") # Split into PBR maps. Layout matches upstream pbr_attr_layout: # 0:3 base_color, 3 metallic, 4 roughness, 5 alpha. C = attrs.shape[-1] base_color = attrs[..., 0:3] has_pbr = C >= 5 metallic = attrs[..., 3:4] if C >= 4 else None roughness = attrs[..., 4:5] if C >= 5 else None # alpha channel exists at index 5 but we keep meshes opaque (upstream uses # alpha_mode=OPAQUE in the remesh path); plumb later if needed. def _inpaint(img01, n_ch): if inpaint_radius <= 0: return img01 import cv2 u8 = (img01 * 255.0).clip(0, 255).astype(np.uint8) mask_inv = ((~mask).astype(np.uint8)) * 255 u8 = cv2.inpaint(u8, mask_inv, int(inpaint_radius), cv2.INPAINT_TELEA) if u8.ndim == 2: u8 = u8[..., None] return u8.astype(np.float32) / 255.0 t3 = time.perf_counter() base_color = _inpaint(np.ascontiguousarray(base_color), 3) mr_image = None if has_pbr: # glTF metallicRoughness: R unused, G=roughness, B=metallic. mr = np.concatenate([np.zeros_like(roughness), roughness, metallic], axis=-1) mr_image = _inpaint(np.ascontiguousarray(mr), 3) if inpaint_radius > 0: logging.info(f"[BakeTextureFromVoxel] inpaint in {time.perf_counter() - t3:.1f}s") device = vertices.device out_v = torch.from_numpy(new_verts).to(device=device, dtype=torch.float32) out_f = torch.from_numpy(new_faces.astype(np.int32)).to(device=device, dtype=torch.int32) out_uvs = torch.from_numpy(new_uvs).to(device=device, dtype=torch.float32) out_tex = torch.from_numpy(np.ascontiguousarray(base_color)).to(device=device, dtype=torch.float32) out_mr = (torch.from_numpy(np.ascontiguousarray(mr_image)).to(device=device, dtype=torch.float32) if mr_image is not None else None) return out_v, out_f, out_uvs, out_tex, out_mr class BakeTextureFromVoxel(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="BakeTextureFromVoxel", display_name="Bake Texture From Voxel", category="latent/3d", description=( "Unwraps the mesh with xatlas, rasterizes it in UV space via OpenGL " "(using ComfyUI's existing PyOpenGL backend), and bakes PBR textures " "by nearest-voxel sampling of the input sparse voxel volume. Produces " "a baseColor texture, plus a metallicRoughness texture when the voxel " "field carries the full PBR set (6 channels). Returns a Mesh with `uvs`, " "`texture`, and `metallic_roughness` attached — SaveGLB serializes them " "as real baseColorTexture / metallicRoughnessTexture maps." ), inputs=[ IO.Mesh.Input("mesh"), IO.Voxel.Input("voxel_colors"), IO.Int.Input("texture_size", default=1024, min=64, max=8192, tooltip="Square texture resolution. Larger = sharper but slower / bigger file."), IO.Int.Input("inpaint_radius", default=3, min=0, max=32, tooltip="OpenCV inpaint radius for filling UV seam gutters. 0 disables."), IO.Boolean.Input("fast_unwrap", default=True, tooltip=( "Use looser xatlas chart options to finish unwrap " "much faster on large meshes (cost: less even UV " "distribution). Off uses xatlas defaults, which can " "take many minutes on >100k-face meshes." )), IO.Boolean.Input("use_existing_uvs", default=False, tooltip=( "Bake onto the mesh's existing UV layout instead of " "re-unwrapping with xatlas. Requires the input mesh to " "already carry UVs (e.g. from TorchXatlasUVWrap or a " "retopologized mesh). Much faster and preserves your " "UV layout. Ignored if the mesh has no UVs." )), IO.Boolean.Input("normalize_uvs", default=True, tooltip=( "When using existing UVs that spill outside [0,1] " "(common with packers that overflow the unit square), " "uniformly rescale them to fit. Without this, out-of-range " "regions are clipped and don't bake. Disable only if your " "UVs are already exactly in [0,1]." )), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, mesh, voxel_colors, texture_size, inpaint_radius, fast_unwrap, use_existing_uvs, normalize_uvs): voxels = voxel_colors coords = voxels.data colors = voxels.voxel_colors resolution = voxels.resolution mesh_uvs = getattr(mesh, "uvs", None) if use_existing_uvs and mesh_uvs is None: logging.warning("BakeTextureFromVoxel: use_existing_uvs=True but mesh has no UVs; " "falling back to xatlas unwrap.") if coords.shape[-1] == 4: # Sparse coords have a batch column; bake per-item. batch_idx = coords[:, 0].long() voxel_xyz = coords[:, 1:] mesh_batch_size = int(mesh.vertices.shape[0]) out_verts, out_faces, out_uvs, out_tex, out_mr = [], [], [], [], [] pbar = comfy.utils.ProgressBar(mesh_batch_size) for i in range(mesh_batch_size): sel = batch_idx == i item_coords = voxel_xyz[sel] item_colors = colors[sel] v_i, f_i, _ = get_mesh_batch_item(mesh, i) if item_coords.shape[0] == 0 or f_i.numel() == 0: logging.warning(f"BakeTextureFromVoxel: skipping batch {i} (empty voxel/mesh)") pbar.update(1) continue ev_i = mesh_uvs[i, :v_i.shape[0]] if (use_existing_uvs and mesh_uvs is not None) else None bv, bf, bu, bt, bmr = bake_texture_from_voxel_fn( v_i, f_i, item_coords, item_colors, resolution=resolution, texture_size=texture_size, inpaint_radius=inpaint_radius, fast_unwrap=fast_unwrap, existing_uvs=ev_i, normalize_uvs=normalize_uvs, ) out_verts.append(bv); out_faces.append(bf); out_uvs.append(bu) out_tex.append(bt); out_mr.append(bmr) pbar.update(1) if not out_verts: return IO.NodeOutput(mesh) # Local pack_variable_mesh_batch doesn't take uvs/texture; build the # packed mesh ourselves so we can attach both. UVs are 1:1 with verts. packed = pack_variable_mesh_batch(out_verts, out_faces) max_v = packed.vertices.shape[1] packed_uvs = out_uvs[0].new_zeros((len(out_uvs), max_v, 2)) for i, u in enumerate(out_uvs): packed_uvs[i, :u.shape[0]] = u packed.uvs = packed_uvs packed.texture = torch.stack(out_tex, dim=0) if all(mr is not None for mr in out_mr): packed.metallic_roughness = torch.stack(out_mr, dim=0) return IO.NodeOutput(packed) # Single-item path. v0 = mesh.vertices.squeeze(0) f0 = mesh.faces.squeeze(0) ev0 = mesh_uvs.squeeze(0) if (use_existing_uvs and mesh_uvs is not None) else None bv, bf, bu, bt, bmr = bake_texture_from_voxel_fn( v0, f0, coords, colors, resolution=resolution, texture_size=texture_size, inpaint_radius=inpaint_radius, fast_unwrap=fast_unwrap, existing_uvs=ev0, normalize_uvs=normalize_uvs, ) out_mesh = Types.MESH( vertices=bv.unsqueeze(0), faces=bf.unsqueeze(0), uvs=bu.unsqueeze(0), texture=bt.unsqueeze(0), ) if bmr is not None: out_mesh.metallic_roughness = bmr.unsqueeze(0) return IO.NodeOutput(out_mesh) class MeshTextureToImage(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="MeshTextureToImage", display_name="Mesh Texture to Image", category="latent/3d", description=( "Extracts a mesh's baked textures as IMAGE outputs for preview/save. " "base_color is the baseColor map; metallic_roughness is the packed " "glTF MR map (R unused, G=roughness, B=metallic) — black if the mesh " "has no PBR texture." ), inputs=[IO.Mesh.Input("mesh")], outputs=[ IO.Image.Output(display_name="base_color"), IO.Image.Output(display_name="metallic_roughness"), IO.Image.Output(display_name="metallic"), IO.Image.Output(display_name="roughness"), ], ) @classmethod def execute(cls, mesh): def _as_image(tex): # Mesh textures are (B, H, W, 3) float in [0, 1] — already IMAGE layout. if tex is None: return None t = tex.float().clamp(0.0, 1.0).cpu() if t.ndim == 3: t = t.unsqueeze(0) return t base = _as_image(getattr(mesh, "texture", None)) mr = _as_image(getattr(mesh, "metallic_roughness", None)) if base is None: raise ValueError( "MeshTextureToImage: mesh has no baseColor texture. Run " "BakeTextureFromVoxel first (PaintMesh only sets vertex colors, not a texture)." ) if mr is None: mr = torch.zeros_like(base) # Split the packed glTF MR map into single-channel grayscale previews: # G=roughness, B=metallic. Replicated to 3 channels so they display # as proper grayscale IMAGEs. metallic = mr[..., 2:3].expand(-1, -1, -1, 3).contiguous() roughness = mr[..., 1:2].expand(-1, -1, -1, 3).contiguous() return IO.NodeOutput(base, mr, metallic, roughness) def paint_mesh_default_colors(mesh): out_mesh = copy.copy(mesh) vertex_count = mesh.vertices.shape[1] out_mesh.vertex_colors = mesh.vertices.new_zeros((1, vertex_count, 3)) return out_mesh def fill_holes_fn(vertices, faces, max_perimeter=0.03): is_batched = vertices.ndim == 3 if is_batched: v_list, f_list = [], [] for i in range(vertices.shape[0]): v_i, f_i = fill_holes_fn(vertices[i], faces[i], max_perimeter) v_list.append(v_i) f_list.append(f_i) max_v = max(v.shape[0] for v in v_list) for i in range(len(v_list)): if v_list[i].shape[0] < max_v: pad = torch.zeros(max_v - v_list[i].shape[0], 3, device=v_list[i].device, dtype=v_list[i].dtype) v_list[i] = torch.cat([v_list[i], pad], dim=0) return torch.stack(v_list), torch.stack(f_list) device = vertices.device v = vertices f = faces if f.numel() == 0: return v, f edges = torch.cat([f[:, [0, 1]], f[:, [1, 2]], f[:, [2, 0]]], dim=0) edges_sorted, _ = torch.sort(edges, dim=1) max_v = v.shape[0] packed_undirected = edges_sorted[:, 0].long() * max_v + edges_sorted[:, 1].long() unique_packed, counts = torch.unique(packed_undirected, return_counts=True) boundary_packed = unique_packed[counts == 1] if boundary_packed.numel() == 0: return v, f boundary_mask = torch.isin(packed_undirected, boundary_packed) b_edges = edges_sorted[boundary_mask] adj = {} for i in range(b_edges.shape[0]): a = b_edges[i, 0].item() b = b_edges[i, 1].item() adj.setdefault(a, []).append(b) adj.setdefault(b, []).append(a) # Trace all boundary loops loops = [] visited = set() for start_node in adj.keys(): if start_node in visited: continue curr = start_node prev = -1 loop = [] while curr not in visited: visited.add(curr) loop.append(curr) neighbors = adj[curr] candidates = [n for n in neighbors if n != prev] if not candidates: loop = [] break next_node = candidates[0] prev, curr = curr, next_node if curr == start_node: loops.append(loop) break if not loops: return v, f # Mesh normal for winding orientation only face_normals = torch.linalg.cross( v[f[:, 1]] - v[f[:, 0]], v[f[:, 2]] - v[f[:, 0]], dim=-1 ) mesh_normal = face_normals.mean(dim=0) mesh_normal = mesh_normal / (torch.norm(mesh_normal) + 1e-8) # === FIX: Fill ALL boundary loops below perimeter threshold === new_verts = [] new_faces = [] v_idx = v.shape[0] for loop in loops: loop_t = torch.tensor(loop, device=device, dtype=torch.long) loop_v = v[loop_t] # Perimeter check next_v = torch.roll(loop_v, -1, dims=0) diffs = loop_v - next_v perimeter = torch.norm(diffs, dim=1).sum().item() if perimeter > max_perimeter: continue # Ensure CCW winding consistent with mesh cross = torch.linalg.cross(loop_v, next_v, dim=-1) loop_normal = cross.sum(dim=0) loop_normal = loop_normal / (torch.norm(loop_normal) + 1e-8) if torch.dot(loop_normal, mesh_normal) < 0: loop = loop[::-1] loop_t = torch.tensor(loop, device=device, dtype=torch.long) loop_v = v[loop_t] if len(loop) == 3: new_faces.append([loop[0], loop[1], loop[2]]) else: centroid = loop_v.mean(dim=0) new_verts.append(centroid) for i in range(len(loop)): new_faces.append([loop[i], loop[(i + 1) % len(loop)], v_idx]) v_idx += 1 if new_verts: v = torch.cat([v, torch.stack(new_verts)], dim=0) if new_faces: f = torch.cat([f, torch.tensor(new_faces, device=device, dtype=torch.long)], dim=0) return v, f def _fill_holes_v2_diagnostic(verts, faces, max_perimeter): """Topology dump for debugging missed-hole cases. Logs edge count distribution, cycle count, and per-cycle (size, perimeter).""" device = verts.device V = verts.shape[0] F = faces.shape[0] e_all = torch.cat([faces[:, [0, 1]], faces[:, [1, 2]], faces[:, [2, 0]]], dim=0) e_sorted, _ = e_all.sort(dim=1) packed = e_sorted[:, 0].long() * V + e_sorted[:, 1].long() unique_packed, counts = torch.unique(packed, return_counts=True) n_boundary = int((counts == 1).sum().item()) n_interior = int((counts == 2).sum().item()) n_nonmanifold = int((counts >= 3).sum().item()) nm_max = int(counts.max().item()) if counts.numel() > 0 else 0 nm_share_breakdown = [] if n_nonmanifold > 0: # Show top-5 non-manifold counts nm_counts = counts[counts >= 3] unique_nm, cnt_nm = torch.unique(nm_counts, return_counts=True) for c, n in zip(unique_nm.tolist(), cnt_nm.tolist()): nm_share_breakdown.append(f"{n} edges×{c}faces") logging.info(f"[FillHolesV2 diag] V={V} F={F} | " f"boundary(cnt==1)={n_boundary} interior(cnt==2)={n_interior} " f"non-manifold(cnt>=3)={n_nonmanifold} (max={nm_max})") if nm_share_breakdown: logging.info(f"[FillHolesV2 diag] non-manifold breakdown: {', '.join(nm_share_breakdown[:5])}") if n_boundary == 0: logging.info("[FillHolesV2 diag] no boundary edges → no cycles to fill") return # Walk components same as production path (bidir-prop, by-vertex count). boundary_packed = unique_packed[counts == 1] is_b = torch.isin(packed, boundary_packed) b_directed = e_all[is_b] src = b_directed[:, 0].long() tgt = b_directed[:, 1].long() labels = torch.arange(V, dtype=torch.long, device=device) for _ in range(64): edge_min = torch.minimum(labels[src], labels[tgt]) new_labels = labels.clone() new_labels.scatter_reduce_(0, src, edge_min, reduce="amin", include_self=True) new_labels.scatter_reduce_(0, tgt, edge_min, reduce="amin", include_self=True) new_labels = new_labels[new_labels] if torch.equal(new_labels, labels): break labels = new_labels edge_component = labels[src] unique_components, component_idx = torch.unique(edge_component, return_inverse=True) L = unique_components.shape[0] edge_len = (verts[src] - verts[tgt]).norm(dim=-1) perim = torch.zeros(L, dtype=verts.dtype, device=device) perim.scatter_add_(0, component_idx, edge_len) edge_count = torch.bincount(component_idx, minlength=L) pair_keys = torch.unique(torch.cat([ component_idx.long() * V + src, component_idx.long() * V + tgt, ])) pair_c = pair_keys // V vert_count = torch.bincount(pair_c, minlength=L) # Open chain = vert_count == edge_count + 1; closed cycle = vert_count == edge_count. is_chain = (vert_count == edge_count + 1) is_cycle = (vert_count == edge_count) & (vert_count > 0) is_other = ~(is_chain | is_cycle) # Match production filter (cycles only, default fill_chains=False, default max_verts=16). MAX_VERTS_DEFAULT = 16 CENTROID_FAN_THRESHOLD = 8 cycle_perim_ok = is_cycle & (perim < max_perimeter) cycle_size_ok = is_cycle & (vert_count >= 3) & (vert_count <= MAX_VERTS_DEFAULT) actually_kept = is_cycle & (vert_count >= 3) & (vert_count <= MAX_VERTS_DEFAULT) & (perim < max_perimeter) # Triangulation strategy split. vfan = actually_kept & (vert_count <= CENTROID_FAN_THRESHOLD) cfan = actually_kept & (vert_count > CENTROID_FAN_THRESHOLD) vfan_tris = int((vert_count[vfan] - 2).sum().item()) # N-2 tris per N-vert cycle cfan_tris = int(vert_count[cfan].sum().item()) # N tris per N-vert cycle cfan_new_verts = int(cfan.sum().item()) # 1 centroid per centroid-fan component logging.info(f"[FillHolesV2 diag] components={L} " f"cycles={int(is_cycle.sum().item())} chains={int(is_chain.sum().item())} " f"non-simple={int(is_other.sum().item())}") logging.info(f"[FillHolesV2 diag] (with default filter: cycles only, verts in [3,{MAX_VERTS_DEFAULT}], perim<{max_perimeter})") logging.info(f"[FillHolesV2 diag] actually kept={int(actually_kept.sum().item())} " f"cycle rejected by perim={int((is_cycle & ~cycle_perim_ok).sum().item())} " f"cycle rejected by verts={int((is_cycle & ~cycle_size_ok).sum().item())}") logging.info(f"[FillHolesV2 diag] vertex-fan: {int(vfan.sum().item())} cycles → {vfan_tris} tris (no new verts)") logging.info(f"[FillHolesV2 diag] centroid-fan: {int(cfan.sum().item())} cycles → {cfan_tris} tris + {cfan_new_verts} new verts") # Cycle vert-count distribution if is_cycle.any(): from collections import Counter cycle_sizes = vert_count[is_cycle].tolist() sc = Counter(cycle_sizes) # show buckets: 3, 4, 5, 6, 7-10, 11-20, 21-50, 51+ buckets = {"3":0,"4":0,"5":0,"6":0,"7-10":0,"11-20":0,"21-50":0,"51+":0} for s, n in sc.items(): if s == 3: buckets["3"] += n elif s == 4: buckets["4"] += n elif s == 5: buckets["5"] += n elif s == 6: buckets["6"] += n elif s <= 10: buckets["7-10"] += n elif s <= 20: buckets["11-20"] += n elif s <= 50: buckets["21-50"] += n else: buckets["51+"] += n logging.info(f"[FillHolesV2 diag] cycle vert-count buckets: {buckets}") if is_cycle.any(): cycle_perims = perim[is_cycle].cpu().tolist() head = sorted(cycle_perims, reverse=True)[:10] logging.info(f"[FillHolesV2 diag] top-10 cycle perimeters: " f"{['%.4f' % p for p in head]}") def _fill_holes_v2_gpu(verts, faces, max_perimeter, colors=None, fill_chains=False, max_verts=16): # Bidirectional connected-component labeling on the undirected boundary # subgraph. Fixes the original pointer-doubling bug where chains starting at # the lowest-id vertex never propagated their label backward, producing # spurious size-1/2 fragments (see qem_core._propagate_face_labels for # the same pattern applied to face adjacency). # # By default we only close TRUE cycles (each boundary vert has degree 2 in # the component). Chains tend to be either real surface boundaries or # fragments of a cycle broken by non-manifold edges — fan-filling them with # an arbitrary centroid produces overlapping/noisy geometry. Pass # fill_chains=True to opt in to chain closure. device = verts.device V = verts.shape[0] dtype = verts.dtype e_all = torch.cat([faces[:, [0, 1]], faces[:, [1, 2]], faces[:, [2, 0]]], dim=0) e_sorted, _ = e_all.sort(dim=1) packed = e_sorted[:, 0].long() * V + e_sorted[:, 1].long() unique_packed, counts = torch.unique(packed, return_counts=True) boundary_packed = unique_packed[counts == 1] if boundary_packed.numel() == 0: return verts, faces, colors, 0 is_b = torch.isin(packed, boundary_packed) b_directed = e_all[is_b] src = b_directed[:, 0].long() tgt = b_directed[:, 1].long() # Undirected bidirectional min-prop with path compression. labels = torch.arange(V, dtype=torch.long, device=device) for _ in range(64): edge_min = torch.minimum(labels[src], labels[tgt]) new_labels = labels.clone() new_labels.scatter_reduce_(0, src, edge_min, reduce="amin", include_self=True) new_labels.scatter_reduce_(0, tgt, edge_min, reduce="amin", include_self=True) new_labels = new_labels[new_labels] # path compression if torch.equal(new_labels, labels): break labels = new_labels # Each boundary edge -> its component id. After bidir-prop, labels[src] == labels[tgt]. edge_component = labels[src] unique_components, component_idx = torch.unique(edge_component, return_inverse=True) L = unique_components.shape[0] edge_count = torch.bincount(component_idx, minlength=L) edge_len = (verts[src] - verts[tgt]).norm(dim=-1) perim = torch.zeros(L, dtype=dtype, device=device) perim.scatter_add_(0, component_idx, edge_len) # Unique boundary-vertex set per component, to count verts and place centroids. # Pack (component, vert) into one key; dedup via torch.unique. pair_keys = torch.cat([ component_idx.long() * V + src, component_idx.long() * V + tgt, ]) pair_keys = torch.unique(pair_keys) pair_v = pair_keys % V pair_c = pair_keys // V vert_count = torch.bincount(pair_c, minlength=L) centroids = torch.zeros((L, 3), dtype=dtype, device=device) centroids.scatter_add_(0, pair_c[:, None].expand(-1, 3), verts[pair_v]) centroids = centroids / vert_count.clamp_min(1).to(dtype).unsqueeze(-1) # Identify closed cycles: every boundary vert in the component has exactly # degree 2 in the boundary subgraph. Equivalent: vert_count == edge_count. is_cycle_component = (vert_count == edge_count) & (vert_count > 0) # Filter: keep cycles (always) and chains (only if fill_chains=True), under perim limit. # Also cap vert_count: fan-from-centroid only triangulates correctly for small, # near-planar cycles. Larger holes produce overlapping geometry because the # centroid lands far from any surface. size_ok = (vert_count >= 3) & (vert_count <= max_verts) & (perim < max_perimeter) if fill_chains: keep_component = size_ok else: keep_component = is_cycle_component & size_ok if not keep_component.any(): return verts, faces, colors, 0 # Only centroid-fan components actually allocate a new vertex slot. # We pre-compute their indices here so the triangulation step below has them ready. use_centroid_per_comp_pre = keep_component & (vert_count > 8) # threshold mirrored below centroid_long = use_centroid_per_comp_pre.long() centroid_idx_per_comp = V + centroid_long.cumsum(0) - 1 # Triangulate kept components. Two strategies: # # Vertex-fan (small cycles): pick one boundary vert as apex, connect to all # non-adjacent boundary edges. N verts -> N-2 triangles, no inserted vertex. # Apex stays on the existing surface, so no off-surface centroid → no overlap. # Right choice for 6-vert dual-grid pinches around interior verts. # # Centroid-fan (large cycles): insert a new vertex at the boundary centroid, # fan from it. N triangles. Only safe if the cycle is close to planar. # We fall back to centroid-fan above `centroid_fan_threshold` verts where # vertex-fan would produce excessively skinny triangles. CENTROID_FAN_THRESHOLD = 8 # tune: lower = more vertex-fan, higher = more centroid-fan # Edge kept mask edge_kept = keep_component[component_idx] edge_comp = component_idx[edge_kept] kept_src = src[edge_kept] kept_tgt = tgt[edge_kept] # Per-edge tag: which strategy does its component use? use_centroid_per_comp = keep_component & (vert_count > CENTROID_FAN_THRESHOLD) use_centroid_per_edge = use_centroid_per_comp[edge_comp] fan_pieces = [] # ---- Centroid-fan branch (only for components > threshold) ---- if use_centroid_per_edge.any(): kept_centroid = centroid_idx_per_comp[edge_comp[use_centroid_per_edge]] fan_pieces.append(torch.stack([ kept_tgt[use_centroid_per_edge], kept_src[use_centroid_per_edge], kept_centroid, ], dim=1).to(faces.dtype)) # ---- Vertex-fan branch (small cycles, no centroid inserted) ---- use_vertex_fan_per_comp = keep_component & (vert_count <= CENTROID_FAN_THRESHOLD) if use_vertex_fan_per_comp.any(): # For each vertex-fan component, pick the smallest-id boundary vert as apex # (deterministic & matches labels[*] = smallest after bidir-prop). # Then emit edges in component as fan tris (apex, src, tgt) EXCEPT for # the two edges incident to the apex (those would be degenerate). apex_per_comp = labels[unique_components] # labels[u]==u after convergence # Edges that DON'T touch their component's apex vf_mask = use_vertex_fan_per_comp[edge_comp] if vf_mask.any(): vf_src = kept_src[vf_mask] vf_tgt = kept_tgt[vf_mask] vf_comp = edge_comp[vf_mask] vf_apex = apex_per_comp[vf_comp] # Skip edges that include the apex (apex==src or apex==tgt → degenerate tri). non_apex = (vf_src != vf_apex) & (vf_tgt != vf_apex) fan_pieces.append(torch.stack([ vf_tgt[non_apex], vf_src[non_apex], vf_apex[non_apex], ], dim=1).to(faces.dtype)) fan_faces = torch.cat(fan_pieces, dim=0) if fan_pieces else torch.empty((0, 3), dtype=faces.dtype, device=device) # Open chains: close them with a closing triangle ONLY for centroid-fan # components (vertex-fan chains would need a different closing strategy). # In practice fill_chains=False makes this a no-op since chains aren't kept. if fill_chains: vert_degree = torch.zeros(V, dtype=torch.long, device=device) vert_degree.scatter_add_(0, src, torch.ones_like(src)) vert_degree.scatter_add_(0, tgt, torch.ones_like(tgt)) is_endpoint = (vert_degree[pair_v] == 1) & use_centroid_per_comp_pre[pair_c] if is_endpoint.any(): ep_v = pair_v[is_endpoint] ep_c = pair_c[is_endpoint] order = torch.argsort(ep_c, stable=True) ep_v_sorted = ep_v[order] ep_c_sorted = ep_c[order] ep_count_per_c = torch.bincount(ep_c_sorted, minlength=L) is_chain_comp = ep_count_per_c == 2 ep_is_chain = is_chain_comp[ep_c_sorted] if ep_is_chain.any(): chain_ep_v = ep_v_sorted[ep_is_chain] chain_ep_c = ep_c_sorted[ep_is_chain] assert chain_ep_v.numel() % 2 == 0 chain_ep_v = chain_ep_v.view(-1, 2) chain_ep_c = chain_ep_c.view(-1, 2)[:, 0] close_centroid = centroid_idx_per_comp[chain_ep_c] close_faces = torch.stack( [chain_ep_v[:, 0], chain_ep_v[:, 1], close_centroid], dim=1 ).to(faces.dtype) fan_faces = torch.cat([fan_faces, close_faces], dim=0) # Only centroid-fan components contribute a new vertex; vertex-fan reuses existing. new_centroids_v = centroids[use_centroid_per_comp_pre] out_v = torch.cat([verts, new_centroids_v], dim=0) out_f = torch.cat([faces, fan_faces], dim=0) out_c = colors if colors is not None: c_sum = torch.zeros((L, colors.shape[1]), dtype=colors.dtype, device=device) c_sum.scatter_add_( 0, pair_c[:, None].expand(-1, colors.shape[1]), colors[pair_v]) c_avg = c_sum / vert_count.clamp_min(1).to(colors.dtype).unsqueeze(-1) out_c = torch.cat([colors, c_avg[use_centroid_per_comp_pre]], dim=0) return out_v, out_f, out_c, int(keep_component.sum().item()) def weld_vertices_fn(vertices, faces, epsilon=None, epsilon_rel=1e-5, colors=None): """Merge coincident vertices via L_inf grid quantization. Ported from custom_nodes/qem_simplify/qem_core.py:_weld_vertices. `epsilon`: absolute L_inf distance; verts within this collapse together. If None, `epsilon_rel * bbox_diag` is used. Attributes (colors) are averaged across each cluster. Returns (new_verts, new_faces, new_colors, n_welded).""" if vertices.ndim == 3: v_out, f_out, c_out = [], [], [] if colors is not None else None total = 0 for i in range(vertices.shape[0]): ci = colors[i] if colors is not None else None v_i, f_i, c_i, n = weld_vertices_fn(vertices[i], faces[i], epsilon, epsilon_rel, ci) v_out.append(v_i); f_out.append(f_i); total += n if c_out is not None: c_out.append(c_i) max_v = max(v.shape[0] for v in v_out) for i in range(len(v_out)): pad_n = max_v - v_out[i].shape[0] if pad_n > 0: v_out[i] = torch.cat([v_out[i], torch.zeros(pad_n, 3, device=v_out[i].device, dtype=v_out[i].dtype)], dim=0) if c_out is not None: c_out[i] = torch.cat([c_out[i], torch.zeros(pad_n, c_out[i].shape[1], device=c_out[i].device, dtype=c_out[i].dtype)], dim=0) c_stack = torch.stack(c_out) if c_out is not None else None return torch.stack(v_out), torch.stack(f_out), c_stack, total if vertices.shape[0] == 0: return vertices, faces, colors, 0 device = vertices.device if epsilon is None: bbox = vertices.max(dim=0)[0] - vertices.min(dim=0)[0] eps = torch.norm(bbox) * float(epsilon_rel) eps = max(float(eps.item()), 1e-12) else: eps = float(epsilon) if eps <= 0: return vertices, faces, colors, 0 scale = 1.0 / eps bbox_min = vertices.min(dim=0)[0] q = ((vertices - bbox_min) * scale).round().to(torch.int64) extent = ((vertices.max(dim=0)[0] - bbox_min) * scale).round().to(torch.int64) + 2 key = (q[:, 0] * extent[1] + q[:, 1]) * extent[2] + q[:, 2] unique_key, inv = torch.unique(key, return_inverse=True) n_unique = unique_key.shape[0] if n_unique == vertices.shape[0]: return vertices, faces, colors, 0 counts = torch.zeros(n_unique, dtype=vertices.dtype, device=device) counts.scatter_add_(0, inv, torch.ones(vertices.shape[0], dtype=vertices.dtype, device=device)) counts_div = counts.unsqueeze(-1).clamp_min(1.0) new_verts = torch.zeros((n_unique, 3), dtype=vertices.dtype, device=device) new_verts.scatter_add_(0, inv.unsqueeze(-1).expand_as(vertices), vertices) new_verts = new_verts / counts_div new_colors = None if colors is not None: new_colors = torch.zeros((n_unique, colors.shape[1]), dtype=colors.dtype, device=device) new_colors.scatter_add_(0, inv.unsqueeze(-1).expand_as(colors), colors) new_colors = new_colors / counts_div.to(colors.dtype) new_faces = inv[faces.long()].to(faces.dtype) if faces.numel() > 0 else faces return new_verts, new_faces, new_colors, int(vertices.shape[0] - n_unique) def fill_holes_v2_fn(vertices, faces, max_perimeter=0.03, colors=None, weld_epsilon_rel=1e-5, fill_chains=False, max_verts=16, diagnostic=False): """Batched wrapper for the v2 GPU hole-filler. CPU tensors get pulled onto CUDA when available; otherwise fall back to the v1 (CPU walker) fn. Pre-welds vertices via `weld_vertices_fn(epsilon_rel=weld_epsilon_rel)` — boundary detection requires shared edges, which requires welded verts. Already-welded meshes early-exit cheaply. Set `weld_epsilon_rel=0` to skip.""" if vertices.ndim == 3: v_list, f_list, c_list = [], [], [] if colors is not None else None pbar = comfy.utils.ProgressBar(vertices.shape[0]) for i in range(vertices.shape[0]): ci = colors[i] if colors is not None else None v_i, f_i, c_i = fill_holes_v2_fn(vertices[i], faces[i], max_perimeter, ci, weld_epsilon_rel, fill_chains, max_verts, diagnostic) v_list.append(v_i); f_list.append(f_i) if c_list is not None: c_list.append(c_i) pbar.update(1) max_v = max(v.shape[0] for v in v_list) for i in range(len(v_list)): pad_n = max_v - v_list[i].shape[0] if pad_n > 0: v_list[i] = torch.cat([v_list[i], torch.zeros(pad_n, 3, device=v_list[i].device, dtype=v_list[i].dtype)], dim=0) if c_list is not None: c_list[i] = torch.cat([c_list[i], torch.zeros(pad_n, c_list[i].shape[1], device=c_list[i].device, dtype=c_list[i].dtype)], dim=0) c_out = torch.stack(c_list) if c_list is not None else None return torch.stack(v_list), torch.stack(f_list), c_out if faces.numel() == 0: return vertices, faces, colors # Adaptive weld: a properly welded triangle surface has V/F ≈ 0.5 (closed) # to ~1.0 (with boundaries). V/F > 1 means most faces still share no verts # and hole-fill would emit one bogus closing tri per face. We double the # weld epsilon until V/F < WELDED_THRESHOLD or we hit WELD_CAP. if weld_epsilon_rel > 0: eps = float(weld_epsilon_rel) WELD_CAP = 1e-2 # ≈ 10 voxels at 1024-res — aggressive but bounded WELDED_THRESHOLD = 1.0 # V/F below this is "welded enough" for hole-fill total_welded = 0 n_escalations = 0 while True: vertices, faces, colors, n = weld_vertices_fn( vertices, faces, epsilon=None, epsilon_rel=eps, colors=colors, ) total_welded += n ratio = vertices.shape[0] / max(faces.shape[0], 1) if ratio < WELDED_THRESHOLD or eps >= WELD_CAP: break eps = min(eps * 2.0, WELD_CAP) n_escalations += 1 if total_welded > 0 or n_escalations > 0: tag = f" (escalated weld epsilon_rel→{eps:.1e} after {n_escalations} step{'s' if n_escalations != 1 else ''})" if n_escalations > 0 else "" logging.info(f"[FillHolesV2] pre-welded {total_welded} verts, V/F={ratio:.2f}{tag}") if ratio >= WELDED_THRESHOLD: logging.warning( f"[FillHolesV2] even at weld epsilon_rel={WELD_CAP} the mesh stays " f"unwelded (V/F={ratio:.2f}, want < {WELDED_THRESHOLD}). Source mesh has " f"duplicate verts at distances >{WELD_CAP}× bbox; fix upstream " f"(decimate node settings) or run WeldVertices manually with a larger epsilon." ) # Diag runs AFTER welding so its topology numbers match what the filler sees. if diagnostic and vertices.device.type == "cuda" and faces.numel() > 0: _fill_holes_v2_diagnostic(vertices, faces, max_perimeter) if vertices.device.type == "cuda": out_v, out_f, out_c, _ = _fill_holes_v2_gpu(vertices, faces, max_perimeter, colors, fill_chains, max_verts) return out_v, out_f, out_c # CPU fallback: re-use the v1 walker (no attribute prop, but topologically equivalent # for manifold boundary; v2 GPU is the path that actually matters for pixal3d output). out_v, out_f = fill_holes_fn(vertices, faces, max_perimeter=max_perimeter) return out_v, out_f, colors def _cleanup_mesh(verts, faces, min_angle_deg=0.5, max_aspect=100.0): if faces.numel() == 0: return verts, faces v0 = verts[faces[:, 0]] v1 = verts[faces[:, 1]] v2 = verts[faces[:, 2]] e0 = v1 - v0 e1 = v2 - v1 e2 = v0 - v2 l0 = torch.norm(e0, dim=-1) l1 = torch.norm(e1, dim=-1) l2 = torch.norm(e2, dim=-1) n = torch.cross(e0, e2, dim=-1) area = torch.norm(n, dim=-1) max_edge = torch.max(torch.max(l0, l1), l2) aspect = max_edge * max_edge / (2.0 * area + 1e-12) cos_a = (l1 * l1 + l2 * l2 - l0 * l0) / (2 * l1 * l2 + 1e-12) cos_b = (l0 * l0 + l2 * l2 - l1 * l1) / (2 * l0 * l2 + 1e-12) cos_c = (l0 * l0 + l1 * l1 - l2 * l2) / (2 * l0 * l1 + 1e-12) cos_all = torch.stack([cos_a, cos_b, cos_c], dim=-1) angles = torch.acos(torch.clamp(cos_all, -1, 1)) * 180 / np.pi good = (aspect < max_aspect) & (angles.min(dim=1)[0] > min_angle_deg) & (area > 1e-12) faces = faces[good] if faces.numel() == 0: return verts, faces used = torch.zeros(verts.shape[0], dtype=torch.bool, device=verts.device) used[faces[:, 0]] = True used[faces[:, 1]] = True used[faces[:, 2]] = True remap = torch.full((verts.shape[0],), -1, dtype=torch.int64, device=verts.device) remap[used] = torch.arange(used.sum().item(), device=verts.device) verts = verts[used] faces = remap[faces] return verts, faces def _pytorch_edge_errors_fast(verts, Q, edges, stabilizer, max_edge_length_sq, mesh_scale_sq): n_edges = edges.shape[0] dtype = verts.dtype if n_edges == 0: return (torch.empty((0, 3), dtype=dtype, device=verts.device), torch.empty((0,), dtype=dtype, device=verts.device), torch.zeros((0,), dtype=torch.bool, device=verts.device)) device = verts.device mesh_scale = (mesh_scale_sq) ** 0.5 va = edges[:, 0] vb = edges[:, 1] Q0 = Q[va] Q1 = Q[vb] Qe = Q0 + Q1 A = Qe[:, :3, :3] + torch.eye(3, device=device, dtype=dtype).unsqueeze(0) * stabilizer b = -Qe[:, :3, 3].unsqueeze(-1) dets = torch.det(A) good = dets.abs() > 1e-12 opt = torch.zeros((n_edges, 3), dtype=dtype, device=device) if good.any(): try: sol = torch.linalg.solve(A[good], b[good]) opt[good] = sol.squeeze(-1) except Exception: good = torch.zeros_like(good) if (~good).any(): bad_idx = torch.nonzero(~good, as_tuple=True)[0] opt[bad_idx] = (verts[va[bad_idx]] + verts[vb[bad_idx]]) * 0.5 pa = verts[va] pb = verts[vb] el = torch.norm(pb - pa, dim=-1) dist_a = torch.norm(opt - pa, dim=-1) dist_b = torch.norm(opt - pb, dim=-1) wander_bad = (dist_a > 4.0 * el) | (dist_b > 4.0 * el) if wander_bad.any(): bad_idx = torch.nonzero(wander_bad, as_tuple=True)[0] opt[bad_idx] = (verts[va[bad_idx]] + verts[vb[bad_idx]]) * 0.5 v4 = torch.cat([opt, torch.ones((n_edges, 1), device=device, dtype=dtype)], dim=1) err = torch.abs(torch.einsum("ei,eij,ej->e", v4, Qe, v4)) length_ok = el > mesh_scale * 1e-5 error_ok = err < max_edge_length_sq nan_ok = ~torch.isnan(opt).any(dim=-1) & ~torch.isnan(err) valid = length_ok & error_ok & nan_ok return opt, err, valid def _build_quadrics_fast(verts, faces): v0 = verts[faces[:, 0]] v1 = verts[faces[:, 1]] v2 = verts[faces[:, 2]] e1 = v1 - v0 e2 = v2 - v0 n = torch.cross(e1, e2, dim=-1) area = torch.norm(n, dim=-1) mask = area > 1e-12 n_norm = torch.zeros_like(n) n_norm[mask] = n[mask] / area[mask].unsqueeze(-1) d = -(n_norm * v0).sum(dim=-1, keepdim=True) p = torch.cat([n_norm, d], dim=-1) K = torch.einsum("fi,fj->fij", p, p) K = K * area[:, None, None] V = verts.shape[0] Q = torch.zeros((V, 4, 4), dtype=verts.dtype, device=verts.device) K_flat = K.reshape(-1, 16) Q_flat = Q.reshape(V, 16) for corner in range(3): idx = faces[:, corner].unsqueeze(1).expand(-1, 16) Q_flat.scatter_add_(0, idx, K_flat) return Q_flat.reshape(V, 4, 4) def _gpu_greedy_matching_fast(edges, err, v_alive, max_select): """Vectorized greedy matching. Selects an independent set of edges (no two share a vertex) preferring lowest error. Replaces _gpu_greedy_sampled's Python per-edge loop with two scatter_reduce calls. """ device = edges.device n_edges = edges.shape[0] if n_edges == 0: return torch.empty(0, dtype=torch.int64, device=device) va = edges[:, 0] vb = edges[:, 1] num_verts = v_alive.shape[0] # Pack (error_bits, edge_idx) into one int64 so amin gives a unique winner. # err is non-negative finite float32 -> IEEE bits are monotonic. err32 = err.to(torch.float32).clamp(min=0).contiguous() err_bits = err32.view(torch.int32).to(torch.int64) & 0xFFFFFFFF edge_idx = torch.arange(n_edges, device=device, dtype=torch.int64) key = (err_bits << 32) | edge_idx INT64_MAX = torch.iinfo(torch.int64).max best_key = torch.full((num_verts,), INT64_MAX, dtype=torch.int64, device=device) best_key.scatter_reduce_(0, va, key, reduce='amin', include_self=True) best_key.scatter_reduce_(0, vb, key, reduce='amin', include_self=True) # An edge wins iff it is the min-key edge incident to BOTH its endpoints # AND both endpoints are still alive. is_winner = (key == best_key[va]) & (key == best_key[vb]) & v_alive[va] & v_alive[vb] sel = torch.nonzero(is_winner, as_tuple=True)[0] if sel.numel() > max_select: sel_err = err[sel] top = torch.topk(sel_err, max_select, largest=False).indices sel = sel[top] return sel def _qem_simplify_fast(vertices, faces_in, colors_in, normals_in, target_faces, device, max_edge_length=None): # Use float32 instead of float64. RTX-class consumer GPUs run FP32 ~32-64x # faster than FP64, and QEM only needs the stabilizer for conditioning. # Always copy=True so we can safely mutate verts/colors/normals in-place. verts = vertices.detach().to(device=device, dtype=torch.float32, copy=True) faces = faces_in.detach().to(device=device, dtype=torch.int64) colors = ( colors_in.detach().to(device=device, dtype=torch.float32, copy=True) if colors_in is not None else None ) # ADDED: Initialize normals normals = ( normals_in.detach().to(device=device, dtype=torch.float32, copy=True) if normals_in is not None else None ) num_verts = verts.shape[0] num_faces = faces.shape[0] logging.debug(f"[QEM-fast] Input: {num_verts} verts, {num_faces} faces, target={target_faces}") v_alive = torch.ones(num_verts, dtype=torch.bool, device=device) f_alive = torch.ones(num_faces, dtype=torch.bool, device=device) Q = _build_quadrics_fast(verts, faces) bbox = verts.max(dim=0)[0] - verts.min(dim=0)[0] mesh_scale = torch.norm(bbox).item() if max_edge_length is None or max_edge_length <= 0: max_edge_length = mesh_scale * 2.0 if max_edge_length < 1e-6: max_edge_length = 1.0 stabilizer = mesh_scale * mesh_scale * 0.001 max_edge_length_sq = max_edge_length * max_edge_length mesh_scale_sq = mesh_scale * mesh_scale iteration = 0 total_collapses = 0 last_faces = num_faces while True: n_faces = int(f_alive.sum().item()) if n_faces <= target_faces: break alive_v = torch.nonzero(v_alive, as_tuple=True)[0] alive_f = torch.nonzero(f_alive, as_tuple=True)[0] if alive_v.numel() <= 4 or alive_f.numel() == 0: break # Compact active mesh vmap = torch.full((num_verts,), -1, dtype=torch.int64, device=device) vmap[alive_v] = torch.arange(alive_v.numel(), device=device) active_faces = faces[alive_f] remapped = vmap[active_faces] # Extract edges e0 = remapped[:, [0, 1]] e1 = remapped[:, [1, 2]] e2 = remapped[:, [2, 0]] edges = torch.cat([e0, e1, e2], dim=0) edges = torch.sort(edges, dim=1)[0] edges = edges[(edges >= 0).all(dim=1)] edges = edges[edges[:, 0] != edges[:, 1]] if edges.shape[0] == 0: break # Deduplicate edges num_compact = alive_v.numel() packed = edges[:, 0].long() * num_compact + edges[:, 1].long() packed = torch.unique(packed) edges = torch.stack([packed // num_compact, packed % num_compact], dim=1) edges_orig = alive_v[edges] # Filter by edge length pa = verts[edges_orig[:, 0]] pb = verts[edges_orig[:, 1]] el = torch.norm(pb - pa, dim=-1) short_enough = el < max_edge_length if not short_enough.any(): max_edge_length = el.max().item() * 2.0 max_edge_length_sq = max_edge_length * max_edge_length short_enough = el < max_edge_length if not short_enough.any(): break edges_orig = edges_orig[short_enough] if edges_orig.shape[0] == 0: break # Sample edges for processing n_edges_total = edges_orig.shape[0] max_edges_to_process = 10_000_000 if n_edges_total > max_edges_to_process: perm = torch.randint(0, n_edges_total, (max_edges_to_process,), device=device) edges_orig = edges_orig[perm] n_edges = max_edges_to_process else: n_edges = n_edges_total optimal, err, valid = _pytorch_edge_errors_fast( verts, Q, edges_orig, stabilizer, max_edge_length_sq, mesh_scale_sq ) if not valid.any(): valid = torch.ones(n_edges, dtype=torch.bool, device=device) valid_idx = torch.nonzero(valid, as_tuple=True)[0] edges_orig = edges_orig[valid_idx] optimal = optimal[valid_idx] err = err[valid_idx] faces_to_remove = n_faces - target_faces max_collapses = min(1_000_000, max(10_000, faces_to_remove // 4)) sel = _gpu_greedy_matching_fast(edges_orig, err, v_alive, max_collapses) if sel.numel() == 0: break v_a = edges_orig[sel, 0] v_b = edges_orig[sel, 1] # Apply collapses verts[v_a] = optimal[sel] v_alive[v_b] = False Q[v_a] += Q[v_b] if colors is not None: colors[v_a] = (colors[v_a] + colors[v_b]) * 0.5 if normals is not None: normals[v_a] = (normals[v_a] + normals[v_b]) * 0.5 merge_map = torch.arange(num_verts, device=device) merge_map[v_b] = v_a faces = merge_map[faces] bad = ( (faces[:, 0] == faces[:, 1]) | (faces[:, 1] == faces[:, 2]) | (faces[:, 2] == faces[:, 0]) ) f_alive &= ~bad total_collapses += v_a.numel() iteration += 1 if iteration % 50 == 0 or n_faces < last_faces * 0.9: logging.debug(f"[QEM-fast] Iter {iteration}: {total_collapses} collapses, {int(f_alive.sum().item())} faces, applied {v_a.numel()}") last_faces = n_faces if iteration % 5 == 0 and int(f_alive.sum().item()) < num_faces * 0.5: faces = faces[f_alive] f_alive = torch.ones(faces.shape[0], dtype=torch.bool, device=device) num_faces = faces.shape[0] if iteration > 5000: break # Finalize final_v = verts[v_alive] final_c = colors[v_alive] if colors is not None else None remap = torch.full((num_verts,), -1, dtype=torch.int64, device=device) remap[v_alive] = torch.arange(int(v_alive.sum().item()), device=device) final_f_raw = faces[f_alive] alive_mask = v_alive[final_f_raw].all(dim=1) final_f_raw = final_f_raw[alive_mask] final_f = remap[final_f_raw] valid_faces = (final_f >= 0).all(dim=1) final_f = final_f[valid_faces] if final_f.numel() > 0: final_f = torch.unique(torch.sort(final_f, dim=1)[0], dim=0) final_v, final_f = _cleanup_mesh(final_v, final_f, min_angle_deg=0.5, max_aspect=100.0) return final_v, final_f, final_c, None def simplify_fn_fast(vertices, faces, colors=None, normals=None, target=100000, max_edge_length=None): if vertices.ndim == 3: v_list, f_list, c_list, n_list = [], [], [], [] for i in range(vertices.shape[0]): c_in = colors[i] if colors is not None else None n_in = normals[i] if normals is not None else None v_i, f_i, c_i, n_i = simplify_fn_fast(vertices[i], faces[i], c_in, n_in, target, max_edge_length) v_list.append(v_i) f_list.append(f_i) if c_i is not None: c_list.append(c_i) if n_i is not None: n_list.append(n_i) c_out = torch.stack(c_list) if len(c_list) > 0 else None n_out = torch.stack(n_list) if len(n_list) > 0 else None return torch.stack(v_list), torch.stack(f_list), c_out, n_out if faces.shape[0] <= target: return vertices, faces, colors, normals device = vertices.device dtype = vertices.dtype face_dtype = faces.dtype color_dtype = colors.dtype if colors is not None else None # ADDED: Normal dtype normal_dtype = normals.dtype if normals is not None else None # Pass tensors directly; _qem_simplify_fast handles dtype/device + copy. out_v, out_f, out_c, out_n = _qem_simplify_fast( vertices, faces, colors, normals, target, device, max_edge_length ) final_v = out_v.to(device=device, dtype=dtype) final_f = out_f.to(device=device, dtype=face_dtype) final_c = ( out_c.to(device=device, dtype=color_dtype) if out_c is not None else None ) final_n = ( out_n.to(device=device, dtype=normal_dtype) if out_n is not None else None ) return final_v, final_f, final_c, final_n def simplify_fn_vertex(vertices, faces, colors=None, target=100000): if vertices.ndim == 3: v_list, f_list, c_list = [], [], [] for i in range(vertices.shape[0]): c_in = colors[i] if colors is not None else None v_i, f_i, c_i = simplify_fn_vertex(vertices[i], faces[i], c_in, target) v_list.append(v_i) f_list.append(f_i) if c_i is not None: c_list.append(c_i) c_out = torch.stack(c_list) if len(c_list) > 0 else None return torch.stack(v_list), torch.stack(f_list), c_out if faces.shape[0] <= target: return vertices, faces, colors device = vertices.device target_v = max(target / 4.0, 1.0) min_v = vertices.min(dim=0)[0] max_v = vertices.max(dim=0)[0] extent = max_v - min_v volume = (extent[0] * extent[1] * extent[2]).clamp(min=1e-8) cell_size = (volume / target_v) ** (1/3.0) # Use CPU-side ordered reductions here so repeated runs produce identical # simplified meshes instead of relying on GPU scatter-add accumulation order. vertices_np = vertices.detach().cpu().numpy() faces_np = faces.detach().cpu().numpy() colors_np = colors.detach().cpu().numpy() if colors is not None else None min_v_np = min_v.detach().cpu().numpy() cell_size_value = float(cell_size.detach().cpu()) quantized = np.rint((vertices_np - min_v_np) / cell_size_value).astype(np.int64) unique_coords, inverse_indices = np.unique(quantized, axis=0, return_inverse=True) num_cells = unique_coords.shape[0] new_vertices_np = np.zeros((num_cells, 3), dtype=vertices_np.dtype) np.add.at(new_vertices_np, inverse_indices, vertices_np) counts_np = np.bincount(inverse_indices, minlength=num_cells).astype(vertices_np.dtype).reshape(-1, 1) new_vertices_np = new_vertices_np / np.clip(counts_np, 1, None) new_colors = None if colors_np is not None: new_colors_np = np.zeros((num_cells, colors_np.shape[1]), dtype=colors_np.dtype) np.add.at(new_colors_np, inverse_indices, colors_np) new_colors = new_colors_np / np.clip(counts_np, 1, None) new_faces = inverse_indices[faces_np] valid_mask = (new_faces[:, 0] != new_faces[:, 1]) & \ (new_faces[:, 1] != new_faces[:, 2]) & \ (new_faces[:, 2] != new_faces[:, 0]) new_faces = new_faces[valid_mask] if new_faces.size == 0: final_vertices_np = new_vertices_np[:0] final_faces_np = np.empty((0, 3), dtype=np.int64) final_colors_np = new_colors[:0] if new_colors is not None else None else: unique_face_indices, inv_face = np.unique(new_faces.reshape(-1), return_inverse=True) final_vertices_np = new_vertices_np[unique_face_indices] final_faces_np = inv_face.reshape(-1, 3).astype(np.int64) final_colors_np = new_colors[unique_face_indices] if new_colors is not None else None final_vertices = torch.from_numpy(final_vertices_np).to(device=device, dtype=vertices.dtype) final_faces = torch.from_numpy(final_faces_np).to(device=device, dtype=faces.dtype) final_colors = torch.from_numpy(final_colors_np).to(device=device, dtype=colors.dtype) if final_colors_np is not None else None return final_vertices, final_faces, final_colors def compute_vertex_normals(verts, faces): """Computes area-weighted vertex normals.""" # QUICK FIX: Ensure indices are int64 for scatter_add_ faces_long = faces.to(torch.int64) i0, i1, i2 = faces_long[:, 0], faces_long[:, 1], faces_long[:, 2] v0, v1, v2 = verts[i0], verts[i1], verts[i2] # calculate unnormalized face normals (magnitude is proportional to area) face_normals = torch.cross(v1 - v0, v2 - v0, dim=-1) # accumulate face normals to vertices vertex_normals = torch.zeros_like(verts) vertex_normals.scatter_add_(0, i0.unsqueeze(-1).expand_as(face_normals), face_normals) vertex_normals.scatter_add_(0, i1.unsqueeze(-1).expand_as(face_normals), face_normals) vertex_normals.scatter_add_(0, i2.unsqueeze(-1).expand_as(face_normals), face_normals) return torch.nn.functional.normalize(vertex_normals, p=2, dim=-1, eps=1e-6) def _process_mesh_batch(mesh, per_item_fn): """Handles list/batched/single mesh dispatching, color extraction, and stacking.""" mesh = copy.deepcopy(mesh) def process_single(v, f, c, bar): v, f, c = per_item_fn(v, f, c) bar.update(1) return v, f, c is_list = isinstance(mesh.vertices, list) is_batched_tensor = not is_list and mesh.vertices.ndim == 3 if is_list or is_batched_tensor: out_v, out_f, out_c = [], [], [] bsz = len(mesh.vertices) if is_list else mesh.vertices.shape[0] bar = comfy.utils.ProgressBar(bsz) for i in range(bsz): v_i = mesh.vertices[i] f_i = mesh.faces[i] c_i = None if hasattr(mesh, 'vertex_colors') and mesh.vertex_colors is not None: c_i = mesh.vertex_colors[i] if (isinstance(mesh.vertex_colors, list) or mesh.vertex_colors.ndim == 3) else mesh.vertex_colors v_i, f_i, c_i = process_single(v_i, f_i, c_i, bar) out_v.append(v_i) out_f.append(f_i) if c_i is not None: out_c.append(c_i) if all(v.shape == out_v[0].shape for v in out_v) and all(f.shape == out_f[0].shape for f in out_f): mesh.vertices = torch.stack(out_v) mesh.faces = torch.stack(out_f) if out_c: mesh.vertex_colors = torch.stack(out_c) else: mesh.vertices = out_v mesh.faces = out_f if out_c: mesh.vertex_colors = out_c else: c = mesh.vertex_colors if hasattr(mesh, 'vertex_colors') and mesh.vertex_colors is not None else None bar = comfy.utils.ProgressBar(1) v, f, c = process_single(mesh.vertices, mesh.faces, c, bar) mesh.vertices = v mesh.faces = f if c is not None: mesh.vertex_colors = c return IO.NodeOutput(mesh) def fix_face_orientation(vertices, faces, reference_normals=None): num_faces = faces.shape[0] if num_faces == 0: return faces device = faces.device corrected = faces.clone() idx = torch.tensor([[0, 1], [1, 2], [2, 0]], dtype=torch.int64, device=device) edges = corrected[:, idx] # (num_faces, 3, 2) edges_canon = torch.sort(edges, dim=2)[0] edges_flat = edges_canon.view(-1, 2) max_vert = vertices.shape[0] edge_hash = edges_flat[:, 0] * max_vert + edges_flat[:, 1] hash_sorted, sort_idx = torch.sort(edge_hash) hash_diff = hash_sorted[1:] != hash_sorted[:-1] hash_diff = torch.cat([torch.tensor([True], device=device), hash_diff]) unique_starts = torch.nonzero(hash_diff, as_tuple=True)[0] unique_ends = torch.cat([unique_starts[1:], torch.tensor([len(hash_sorted)], device=device)]) run_lengths = unique_ends - unique_starts manifold_mask = run_lengths == 2 manifold_starts = unique_starts[manifold_mask] component_id_np = np.full(num_faces, -1, dtype=np.int64) if manifold_starts.numel() > 0: # Replaces slow, nested element-wise matching with direct index mapping f_a = sort_idx[manifold_starts] // 3 f_b = sort_idx[manifold_starts + 1] // 3 local_edge_a = sort_idx[manifold_starts] % 3 local_edge_b = sort_idx[manifold_starts + 1] % 3 dir_edge_a = edges[f_a, local_edge_a] dir_edge_b = edges[f_b, local_edge_b] opposite = (dir_edge_a == dir_edge_b.flip(dims=[1])).all(dim=1) needs_flip_rel = ~opposite adj_faces = torch.cat([f_a, f_b]) adj_neighbors = torch.cat([f_b, f_a]) adj_flip = torch.cat([needs_flip_rel, needs_flip_rel]) adj_order = torch.argsort(adj_faces) adj_faces_np = adj_faces[adj_order].cpu().numpy() adj_neighbors_np = adj_neighbors[adj_order].cpu().numpy() adj_flip_np = adj_flip[adj_order].cpu().numpy() # Build CSR-style adjacency on CPU using NumPy adj_ptr_np = np.zeros(num_faces + 1, dtype=np.int64) counts_np = np.bincount(adj_faces_np, minlength=num_faces) adj_ptr_np[1:] = np.cumsum(counts_np) visited_np = np.zeros(num_faces, dtype=bool) flip_state_np = np.zeros(num_faces, dtype=bool) comp_counter = 0 queue_np = np.empty(num_faces, dtype=np.int64) for seed in range(num_faces): if visited_np[seed]: continue visited_np[seed] = True component_id_np[seed] = comp_counter q_head = 0 q_tail = 1 queue_np[0] = seed while q_head < q_tail: current = queue_np[q_head] q_head += 1 start = adj_ptr_np[current] end = adj_ptr_np[current + 1] if start == end: continue nbrs = adj_neighbors_np[start:end] flips = adj_flip_np[start:end] src_flip = flip_state_np[current] unvisited_mask = ~visited_np[nbrs] if not np.any(unvisited_mask): continue nbrs_new = nbrs[unvisited_mask] flips_new = flips[unvisited_mask] visited_np[nbrs_new] = True component_id_np[nbrs_new] = comp_counter # NumPy bitwise XOR is fast and direct flip_state_np[nbrs_new] = flips_new ^ src_flip n_new = len(nbrs_new) queue_np[q_tail:q_tail + n_new] = nbrs_new q_tail += n_new comp_counter += 1 flip_state = torch.from_numpy(flip_state_np).to(device=device) component_id = torch.from_numpy(component_id_np).to(device=device) if flip_state.any(): corrected[flip_state] = corrected[flip_state][:, [0, 2, 1]] else: component_id = torch.arange(num_faces, device=device) v0 = vertices[corrected[:, 0]] v1 = vertices[corrected[:, 1]] v2 = vertices[corrected[:, 2]] face_normals = torch.cross(v1 - v0, v2 - v0, dim=-1) face_normals = face_normals / (torch.norm(face_normals, dim=-1, keepdim=True) + 1e-8) num_components = int(component_id.max().item()) + 1 if component_id.numel() > 0 else 0 if reference_normals is not None: n0 = reference_normals[corrected[:, 0]] n1 = reference_normals[corrected[:, 1]] n2 = reference_normals[corrected[:, 2]] ref_normals = (n0 + n1 + n2) / 3.0 ref_normals = ref_normals / (torch.norm(ref_normals, dim=-1, keepdim=True) + 1e-8) votes = (face_normals * ref_normals).sum(dim=-1) outward_votes_comp = torch.zeros(num_components, dtype=torch.int64, device=device) inward_votes_comp = torch.zeros(num_components, dtype=torch.int64, device=device) outward_votes_comp.scatter_add_(0, component_id, (votes > 0).to(torch.int64)) inward_votes_comp.scatter_add_(0, component_id, (votes < 0).to(torch.int64)) n_faces_comp_int = torch.zeros(num_components, dtype=torch.int64, device=device) n_faces_comp_int.scatter_add_(0, component_id, torch.ones(num_faces, dtype=torch.int64, device=device)) thresholds = torch.maximum(torch.ones_like(n_faces_comp_int), n_faces_comp_int // 10) should_flip_comp = inward_votes_comp > outward_votes_comp + thresholds else: # Vectorized 3-Axis Extreme Majority Vote (Geometrically Infallible) face_centroids = (v0 + v1 + v2) / 3.0 votes_by_axis = [] for axis in range(3): coords = face_centroids[:, axis] # Double stable sort acts as a vectorized lexsort on (coords, component_id) sort_idx = torch.argsort(coords, stable=True) sort_idx = sort_idx[torch.argsort(component_id[sort_idx], stable=True)] # Find group boundaries to get the extreme outer face along this axis per component comp_id_sorted = component_id[sort_idx] group_ends = torch.nonzero(comp_id_sorted[1:] != comp_id_sorted[:-1], as_tuple=True)[0] group_ends = torch.cat([group_ends, torch.tensor([len(comp_id_sorted) - 1], device=device)]) extreme_face_indices = sort_idx[group_ends] extreme_normals = face_normals[extreme_face_indices] # Normal's component along the respective axis should be positive votes_by_axis.append(extreme_normals[:, axis] > 0) stacked_votes = torch.stack(votes_by_axis, dim=0) should_flip_comp = stacked_votes.sum(dim=0) < 2 # False if at least 2 axes agree outward should_flip_face = should_flip_comp[component_id] if should_flip_face.any(): corrected[should_flip_face] = corrected[should_flip_face][:, [0, 2, 1]] return corrected def unweld_and_offset_mesh(vertices, faces, colors=None, z_offset=1e-4): is_batched = vertices.ndim == 3 device = vertices.device if is_batched: B = vertices.shape[0] F = faces.shape[1] # 1. Advanced index broadcast to pull all faces in parallel without any Python loops batch_idx = torch.arange(B, device=device).view(-1, 1, 1) v_faces = vertices[batch_idx, faces] # shape (B, F, 3, 3) v0, v1, v2 = v_faces[:, :, 0], v_faces[:, :, 1], v_faces[:, :, 2] # 2. Compute face normals fn = torch.cross(v1 - v0, v2 - v0, dim=-1) fn = fn / (torch.norm(fn, dim=-1, keepdim=True) + 1e-8) # 3. Translate directly along the face normals in parallel offset_verts = v_faces + fn.unsqueeze(2) * z_offset out_v = offset_verts.reshape(B, -1, 3) # 4. Generate identical faces for all batches using constant expansion (O(1)) f_single = torch.arange(F * 3, device=device).reshape(-1, 3) out_f = f_single.unsqueeze(0).expand(B, -1, -1) if colors is not None: c_faces = colors[batch_idx, faces] out_c = c_faces.reshape(B, -1, colors.shape[-1]) return out_v, out_f, out_c return out_v, out_f # --- Unbatched (Single Mesh) --- v_faces = vertices[faces] # shape (F, 3, 3) v0, v1, v2 = v_faces[:, 0], v_faces[:, 1], v_faces[:, 2] # Compute face normals fn = torch.cross(v1 - v0, v2 - v0, dim=-1) fn = fn / (torch.norm(fn, dim=-1, keepdim=True) + 1e-8) # Offset each face's private vertices along its face normal offset_verts = v_faces + fn.unsqueeze(1) * z_offset offset_verts = offset_verts.reshape(-1, 3) # Generate sequential face indices for the unwelded vertices f_unwelded = torch.arange(faces.shape[0] * 3, device=vertices.device).reshape(-1, 3) if colors is not None: c_faces = colors[faces] c_unwelded = c_faces.reshape(-1, colors.shape[-1]) return offset_verts, f_unwelded, c_unwelded return offset_verts, f_unwelded, None class DecimateMesh(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="DecimateMesh", display_name="Decimate Mesh", category="latent/3d", description="Simplifies a mesh to a target face count using QEM.", inputs=[ IO.Mesh.Input("mesh"), IO.Int.Input("target_face_count", default=200_000, min=0, max=50_000_000, tooltip="Target maximum number of faces. Set to 0 to disable."), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, mesh, target_face_count): def _fn(v, f, c): if target_face_count > 0 and f.shape[0] > target_face_count: try: v0, v1, v2 = v[f[:, 0]], v[f[:, 1]], v[f[:, 2]] fn = torch.cross(v1 - v0, v2 - v0, dim=-1) fn = fn / (torch.norm(fn, dim=-1, keepdim=True) + 1e-8) n = torch.zeros_like(v) n.index_add_(0, f[:, 0], fn) n.index_add_(0, f[:, 1], fn) n.index_add_(0, f[:, 2], fn) n = n / (torch.norm(n, dim=-1, keepdim=True) + 1e-8) v, f, c, _ = simplify_fn_fast(v, f, colors=c, normals=n, target=target_face_count) f = fix_face_orientation(v, f) v, f, c = unweld_and_offset_mesh(v, f, colors=c, z_offset=1e-4) except Exception as e: logging.warning("Ran into an error while QEM Simplifying, falling back to vertex clustering:\n" + str(e)) v, f, c = simplify_fn_vertex(v, f, c, target_face_count) return v, f, c return _process_mesh_batch(mesh, _fn) class FillHoles(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="FillHoles", display_name="Fill Holes", category="latent/3d", description="Fills holes in a mesh up to a maximum perimeter threshold.", inputs=[ IO.Mesh.Input("mesh"), IO.Float.Input("max_perimeter", default=0.03, min=0.0, step=0.0001, tooltip="Maximum hole perimeter to fill. Set to 0 to disable."), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, mesh, max_perimeter): def _fn(v, f, c): if max_perimeter > 0: v, f = fill_holes_fn(v, f, max_perimeter=max_perimeter) return v, f, c return _process_mesh_batch(mesh, _fn) class FillHolesV2(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="FillHolesV2", display_name="Fill Holes (v2)", category="latent/3d", description=( "GPU-vectorised hole-filling via directed-half-edge pointer-doubling. " "Drop-in alternative to FillHoles for comparison: same max_perimeter " "cutoff and fan-from-centroid triangulation, but no Python loop, " "auto-correct winding from face direction, and centroid colors are " "averaged from the loop instead of left zero." ), inputs=[ IO.Mesh.Input("mesh"), IO.Float.Input("max_perimeter", default=0.03, min=0.0, step=0.0001, tooltip="Maximum hole perimeter to fill. Set to 0 to disable."), IO.Float.Input("weld_epsilon_rel", default=1e-5, min=0.0, step=1e-6, tooltip=( "Pre-weld tolerance as a fraction of the bbox diagonal. " "Boundary detection needs welded verts; already-welded meshes " "early-exit free. Set to 0 to skip pre-weld." )), IO.Int.Input("max_verts", default=16, min=3, max=1024, tooltip=( "Cap the boundary-vertex count per cycle. Fan-from-centroid " "only triangulates correctly for small, near-planar holes — " "larger cycles produce overlapping geometry because the centroid " "lands far from any surface. Keep low (≤16) for clean fills." )), IO.Boolean.Input("fill_chains", default=False, tooltip=( "Also fill open boundary chains (not just closed cycles) " "by closing them with a fan + closing triangle. " "Often produces noisy/overlapping geometry on real meshes " "because chains are usually genuine surface boundaries or " "fragments of cycles broken by non-manifold edges. Leave OFF " "to match cumesh/upstream behavior." )), IO.Boolean.Input("verbose", default=False, tooltip="Log topology diagnostics (edge counts, cycles found, reject reasons) for debugging."), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, mesh, max_perimeter, weld_epsilon_rel, max_verts, fill_chains, verbose): def _fn(v, f, c): if max_perimeter > 0: v, f, c = fill_holes_v2_fn( v, f, max_perimeter=max_perimeter, colors=c, weld_epsilon_rel=weld_epsilon_rel, fill_chains=fill_chains, max_verts=max_verts, diagnostic=verbose, ) return v, f, c return _process_mesh_batch(mesh, _fn) class WeldVertices(IO.ComfyNode): @classmethod def define_schema(cls): return IO.Schema( node_id="WeldVertices", display_name="Weld Vertices", category="latent/3d", description=( "Merge coincident vertices via L_inf grid quantization. Use when a " "mesh comes in unwelded (every face has its own 3 verts, no shared edges) " "— pre-pass before FillHoles, DecimateMesh, or any topology-aware op. " "Per-vertex colors are averaged across each merged cluster." ), inputs=[ IO.Mesh.Input("mesh"), IO.Float.Input("epsilon_rel", default=1e-5, min=0.0, step=1e-6, tooltip="Weld tolerance as a fraction of the bbox diagonal. " "1e-5 is enough for floating-point dedup; raise to " "1e-3 for visibly-close-but-distinct verts."), IO.Float.Input("epsilon_abs", default=0.0, min=0.0, step=1e-6, tooltip="Absolute weld tolerance (overrides epsilon_rel when > 0)."), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, mesh, epsilon_rel, epsilon_abs): eps = epsilon_abs if epsilon_abs > 0 else None def _fn(v, f, c): v, f, c, n = weld_vertices_fn(v, f, epsilon=eps, epsilon_rel=epsilon_rel, colors=c) if n > 0: logging.info(f"[WeldVertices] merged {n} verts ({v.shape[0]} remain)") return v, f, c return _process_mesh_batch(mesh, _fn) def merge_meshes(meshes): """Concatenate a list of Types.MESH into a single (B=1) mesh. Vertices, faces (with cumulative index offset), uvs, and vertex_colors are concatenated. If only some inputs carry uvs/vertex_colors, the missing sides are padded — zeros for uvs, white (1.0) for vertex_colors — so the merged primitive has a uniform attribute set. Texture is taken from the first input that has one; later textures are dropped with a warning (single-primitive glb can't carry multiple texture atlases without baking). """ if not meshes: raise ValueError("merge_meshes: need at least one mesh") def _b0(t): return t[0] if t.ndim == 3 else t any_uvs = any(getattr(m, "uvs", None) is not None for m in meshes) any_colors = any(getattr(m, "vertex_colors", None) is not None for m in meshes) verts_list, faces_list, uvs_list, colors_list = [], [], [], [] texture = None offset = 0 for m in meshes: # Mesh tensors are normalized to CPU by our producer nodes; coerce defensively # so MoGe-side meshes (which may land on CUDA) merge cleanly with our outputs. v = _b0(m.vertices).cpu() f = _b0(m.faces).cpu() verts_list.append(v) faces_list.append(f + offset) offset += v.shape[0] if any_uvs: mu = getattr(m, "uvs", None) uvs_list.append(_b0(mu).cpu() if mu is not None else v.new_zeros((v.shape[0], 2))) if any_colors: mc = getattr(m, "vertex_colors", None) if mc is not None: c = _b0(mc).cpu() else: c = v.new_ones((v.shape[0], 3)) colors_list.append(c) mt = getattr(m, "texture", None) if mt is not None: if texture is None: texture = mt.cpu() else: logging.warning("MergeMeshes: dropping extra texture from input; only one texture is kept.") merged_verts = torch.cat(verts_list, dim=0).unsqueeze(0) merged_faces = torch.cat(faces_list, dim=0).unsqueeze(0) merged_uvs = torch.cat(uvs_list, dim=0).unsqueeze(0) if any_uvs else None merged_colors = torch.cat(colors_list, dim=0).unsqueeze(0) if any_colors else None return Types.MESH( vertices=merged_verts, faces=merged_faces, uvs=merged_uvs, vertex_colors=merged_colors, texture=texture, ) class MergeMeshes(IO.ComfyNode): @classmethod def define_schema(cls): autogrow_template = IO.Autogrow.TemplatePrefix( IO.Mesh.Input("mesh"), prefix="mesh", min=2, max=50, ) return IO.Schema( node_id="MergeMeshes", display_name="Merge Meshes", category="latent/3d", description=( "Concatenate N meshes into a single mesh by offsetting face indices " "and stacking vertices, faces, uvs, and vertex colors. Useful for combining a " "Pixal3D-reconstructed object (via Pixal3DAlignObject) with a MoGe scene " "background (via MoGePointMapToMesh) into one GLB." ), inputs=[ IO.Autogrow.Input("meshes", template=autogrow_template), ], outputs=[IO.Mesh.Output("mesh")], ) @classmethod def execute(cls, meshes: IO.Autogrow.Type) -> IO.NodeOutput: return IO.NodeOutput(merge_meshes(list(meshes.values()))) class PostProcessMeshExtension(ComfyExtension): @override async def get_node_list(self) -> list[type[IO.ComfyNode]]: return [ FillHoles, FillHolesV2, WeldVertices, DecimateMesh, PaintMesh, BakeTextureFromVoxel, MeshTextureToImage, MergeMeshes, ] async def comfy_entrypoint() -> PostProcessMeshExtension: return PostProcessMeshExtension()