import torch import os import json import struct import numpy as np from comfy.ldm.modules.diffusionmodules.mmdit import get_1d_sincos_pos_embed_from_grid_torch import folder_paths import comfy.model_management from comfy.cli_args import args class EmptyLatentHunyuan3Dv2: @classmethod def INPUT_TYPES(s): return {"required": {"resolution": ("INT", {"default": 3072, "min": 1, "max": 8192}), "batch_size": ("INT", {"default": 1, "min": 1, "max": 4096, "tooltip": "The number of latent images in the batch."}), }} RETURN_TYPES = ("LATENT",) FUNCTION = "generate" CATEGORY = "latent/3d" def generate(self, resolution, batch_size): latent = torch.zeros([batch_size, 64, resolution], device=comfy.model_management.intermediate_device()) return ({"samples": latent, "type": "hunyuan3dv2"}, ) class Hunyuan3Dv2Conditioning: @classmethod def INPUT_TYPES(s): return {"required": {"clip_vision_output": ("CLIP_VISION_OUTPUT",), }} RETURN_TYPES = ("CONDITIONING", "CONDITIONING") RETURN_NAMES = ("positive", "negative") FUNCTION = "encode" CATEGORY = "conditioning/video_models" def encode(self, clip_vision_output): embeds = clip_vision_output.last_hidden_state positive = [[embeds, {}]] negative = [[torch.zeros_like(embeds), {}]] return (positive, negative) class Hunyuan3Dv2ConditioningMultiView: @classmethod def INPUT_TYPES(s): return {"required": {}, "optional": {"front": ("CLIP_VISION_OUTPUT",), "left": ("CLIP_VISION_OUTPUT",), "back": ("CLIP_VISION_OUTPUT",), "right": ("CLIP_VISION_OUTPUT",), }} RETURN_TYPES = ("CONDITIONING", "CONDITIONING") RETURN_NAMES = ("positive", "negative") FUNCTION = "encode" CATEGORY = "conditioning/video_models" def encode(self, front=None, left=None, back=None, right=None): all_embeds = [front, left, back, right] out = [] pos_embeds = None for i, e in enumerate(all_embeds): if e is not None: if pos_embeds is None: pos_embeds = get_1d_sincos_pos_embed_from_grid_torch(e.last_hidden_state.shape[-1], torch.arange(4)) out.append(e.last_hidden_state + pos_embeds[i].reshape(1, 1, -1)) embeds = torch.cat(out, dim=1) positive = [[embeds, {}]] negative = [[torch.zeros_like(embeds), {}]] return (positive, negative) class VOXEL: def __init__(self, data): self.data = data class VAEDecodeHunyuan3D: @classmethod def INPUT_TYPES(s): return {"required": {"samples": ("LATENT", ), "vae": ("VAE", ), "num_chunks": ("INT", {"default": 8000, "min": 1000, "max": 500000}), "octree_resolution": ("INT", {"default": 256, "min": 16, "max": 512}), }} RETURN_TYPES = ("VOXEL",) FUNCTION = "decode" CATEGORY = "latent/3d" def decode(self, vae, samples, num_chunks, octree_resolution): voxels = VOXEL(vae.decode(samples["samples"], vae_options={"num_chunks": num_chunks, "octree_resolution": octree_resolution})) return (voxels, ) def voxel_to_mesh(voxels, threshold=0.5, device=None): if device is None: device = torch.device("cpu") voxels = voxels.to(device) binary = (voxels > threshold).float() padded = torch.nn.functional.pad(binary, (1, 1, 1, 1, 1, 1), 'constant', 0) D, H, W = binary.shape neighbors = torch.tensor([ [0, 0, 1], [0, 0, -1], [0, 1, 0], [0, -1, 0], [1, 0, 0], [-1, 0, 0] ], device=device) z, y, x = torch.meshgrid( torch.arange(D, device=device), torch.arange(H, device=device), torch.arange(W, device=device), indexing='ij' ) voxel_indices = torch.stack([z.flatten(), y.flatten(), x.flatten()], dim=1) solid_mask = binary.flatten() > 0 solid_indices = voxel_indices[solid_mask] corner_offsets = [ torch.tensor([ [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1] ], device=device), torch.tensor([ [0, 0, 0], [1, 0, 0], [1, 1, 0], [0, 1, 0] ], device=device), torch.tensor([ [0, 1, 0], [1, 1, 0], [1, 1, 1], [0, 1, 1] ], device=device), torch.tensor([ [0, 0, 0], [0, 0, 1], [1, 0, 1], [1, 0, 0] ], device=device), torch.tensor([ [1, 0, 1], [1, 1, 1], [1, 1, 0], [1, 0, 0] ], device=device), torch.tensor([ [0, 1, 0], [0, 1, 1], [0, 0, 1], [0, 0, 0] ], device=device) ] all_vertices = [] all_indices = [] vertex_count = 0 for face_idx, offset in enumerate(neighbors): neighbor_indices = solid_indices + offset padded_indices = neighbor_indices + 1 is_exposed = padded[ padded_indices[:, 0], padded_indices[:, 1], padded_indices[:, 2] ] == 0 if not is_exposed.any(): continue exposed_indices = solid_indices[is_exposed] corners = corner_offsets[face_idx].unsqueeze(0) face_vertices = exposed_indices.unsqueeze(1) + corners all_vertices.append(face_vertices.reshape(-1, 3)) num_faces = exposed_indices.shape[0] face_indices = torch.arange( vertex_count, vertex_count + 4 * num_faces, device=device ).reshape(-1, 4) all_indices.append(torch.stack([face_indices[:, 0], face_indices[:, 1], face_indices[:, 2]], dim=1)) all_indices.append(torch.stack([face_indices[:, 0], face_indices[:, 2], face_indices[:, 3]], dim=1)) vertex_count += 4 * num_faces if len(all_vertices) > 0: vertices = torch.cat(all_vertices, dim=0) faces = torch.cat(all_indices, dim=0) else: vertices = torch.zeros((1, 3)) faces = torch.zeros((1, 3)) v_min = 0 v_max = max(voxels.shape) vertices = vertices - (v_min + v_max) / 2 scale = (v_max - v_min) / 2 if scale > 0: vertices = vertices / scale vertices = torch.fliplr(vertices) return vertices, faces class MESH: def __init__(self, vertices, faces): self.vertices = vertices self.faces = faces class VoxelToMeshBasic: @classmethod def INPUT_TYPES(s): return {"required": {"voxel": ("VOXEL", ), "threshold": ("FLOAT", {"default": 0.6, "min": -1.0, "max": 1.0, "step": 0.01}), }} RETURN_TYPES = ("MESH",) FUNCTION = "decode" CATEGORY = "3d" def decode(self, voxel, threshold): vertices = [] faces = [] for x in voxel.data: v, f = voxel_to_mesh(x, threshold=threshold, device=None) vertices.append(v) faces.append(f) return (MESH(torch.stack(vertices), torch.stack(faces)), ) def save_glb(vertices, faces, filepath, metadata=None): """ Save PyTorch tensor vertices and faces as a GLB file without external dependencies. Parameters: vertices: torch.Tensor of shape (N, 3) - The vertex coordinates faces: torch.Tensor of shape (M, 4) or (M, 3) - The face indices (quad or triangle faces) filepath: str - Output filepath (should end with .glb) """ # Convert tensors to numpy arrays vertices_np = vertices.cpu().numpy().astype(np.float32) faces_np = faces.cpu().numpy().astype(np.uint32) vertices_buffer = vertices_np.tobytes() indices_buffer = faces_np.tobytes() def pad_to_4_bytes(buffer): padding_length = (4 - (len(buffer) % 4)) % 4 return buffer + b'\x00' * padding_length vertices_buffer_padded = pad_to_4_bytes(vertices_buffer) indices_buffer_padded = pad_to_4_bytes(indices_buffer) buffer_data = vertices_buffer_padded + indices_buffer_padded vertices_byte_length = len(vertices_buffer) vertices_byte_offset = 0 indices_byte_length = len(indices_buffer) indices_byte_offset = len(vertices_buffer_padded) gltf = { "asset": {"version": "2.0", "generator": "ComfyUI"}, "buffers": [ { "byteLength": len(buffer_data) } ], "bufferViews": [ { "buffer": 0, "byteOffset": vertices_byte_offset, "byteLength": vertices_byte_length, "target": 34962 # ARRAY_BUFFER }, { "buffer": 0, "byteOffset": indices_byte_offset, "byteLength": indices_byte_length, "target": 34963 # ELEMENT_ARRAY_BUFFER } ], "accessors": [ { "bufferView": 0, "byteOffset": 0, "componentType": 5126, # FLOAT "count": len(vertices_np), "type": "VEC3", "max": vertices_np.max(axis=0).tolist(), "min": vertices_np.min(axis=0).tolist() }, { "bufferView": 1, "byteOffset": 0, "componentType": 5125, # UNSIGNED_INT "count": faces_np.size, "type": "SCALAR" } ], "meshes": [ { "primitives": [ { "attributes": { "POSITION": 0 }, "indices": 1, "mode": 4 # TRIANGLES } ] } ], "nodes": [ { "mesh": 0 } ], "scenes": [ { "nodes": [0] } ], "scene": 0 } if metadata is not None: gltf["asset"]["extras"] = metadata # Convert the JSON to bytes gltf_json = json.dumps(gltf).encode('utf8') def pad_json_to_4_bytes(buffer): padding_length = (4 - (len(buffer) % 4)) % 4 return buffer + b' ' * padding_length gltf_json_padded = pad_json_to_4_bytes(gltf_json) # Create the GLB header # Magic glTF glb_header = struct.pack('<4sII', b'glTF', 2, 12 + 8 + len(gltf_json_padded) + 8 + len(buffer_data)) # Create JSON chunk header (chunk type 0) json_chunk_header = struct.pack('