Initial commit: ComfyUI-TRELLIS2_Motion node package
Features: - 8 ComfyUI nodes for TRELLIS2 video-to-3D processing - Onion skinning with configurable frame interval - Multiple rendering modes (PBR, wireframe, cel, normal, depth) - 4 lighting presets (studio, outdoor, dramatic, flat) - Post-processing effects (bloom, DoF, motion blur, outlines) - Progress bars and auto model download - 5 example workflows 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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# Python
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__pycache__/
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*.py[cod]
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*$py.class
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*.so
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.Python
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build/
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develop-eggs/
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dist/
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downloads/
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eggs/
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.eggs/
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lib/
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lib64/
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parts/
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sdist/
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var/
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wheels/
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*.egg-info/
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.installed.cfg
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*.egg
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# Virtual environments
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venv/
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ENV/
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env/
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.venv/
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# IDE
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.idea/
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.vscode/
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*.swp
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*.swo
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*~
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# OS
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.DS_Store
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Thumbs.db
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# Logs
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*.log
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logs/
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# Temporary files
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tmp/
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temp/
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*.tmp
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# Model files (large)
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*.pt
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*.pth
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*.ckpt
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*.safetensors
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*.bin
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# Cache
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.cache/
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*.cache
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# Jupyter
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.ipynb_checkpoints/
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# Testing
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.pytest_cache/
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.coverage
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htmlcov/
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# Output files
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output/
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outputs/
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results/
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MIT License
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Copyright (c) 2024
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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# ComfyUI-TRELLIS2_Motion
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A comprehensive ComfyUI node package that uses Microsoft's TRELLIS2 to transform video footage into 3D mesh reconstructions with advanced rendering effects.
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## Features
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- **Image to 3D Mesh**: Convert single images to high-quality 3D meshes with PBR materials
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- **Video Processing**: Batch process video frames through TRELLIS2
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- **Multiple Rendering Modes**: PBR, wireframe, cel/toon shading, normal map, depth map
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- **Onion Skinning**: Motion ghosting effect with configurable interval (every 5, 10, 30 frames)
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- **Camera Control**: Orbit, dolly, pan trajectories with animation support
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- **Lighting Presets**: Studio, outdoor, dramatic, flat lighting configurations
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- **Post-Processing**: Bloom, depth of field, motion blur, outlines
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- **Progress Bars**: Visual feedback on all long-running operations
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- **Auto Model Download**: Automatically downloads TRELLIS2 model (~8GB) on first use
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## Nodes
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| Node | Description |
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|------|-------------|
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| **Trellis2Predict** | Convert single image to 3D mesh with PBR materials |
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| **VideoToMeshes** | Batch process video frames through TRELLIS2 |
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| **CameraTrajectory** | Define camera movement (orbit, dolly, pan, static) |
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| **MultiAngleCamera** | Generate multiple viewing angles for grid preview |
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| **MeshRenderer** | Render mesh from camera viewpoint with effects |
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| **MeshSequenceRenderer** | Render video sequence with consistent camera |
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| **OnionSkinning** | Add motion ghosting effect to rendered frames |
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| **RenderingEffects** | Apply bloom, DoF, cel shading, outlines |
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| **Trellis2VideoAngleShift** | All-in-one convenience node |
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## Installation
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### 1. Clone the Repository
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```bash
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cd ComfyUI/custom_nodes
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git clone https://github.com/yourusername/ComfyUI-TRELLIS2_Motion.git
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cd ComfyUI-TRELLIS2_Motion
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```
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### 2. Install Dependencies
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```bash
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python install.py
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```
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### 3. Install TRELLIS2 (Required)
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```bash
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pip install git+https://github.com/microsoft/TRELLIS.git
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```
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### 4. Install nvdiffrast (Required for Rendering)
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```bash
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pip install git+https://github.com/NVlabs/nvdiffrast.git
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```
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### 5. Restart ComfyUI
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The nodes will appear under the `TRELLIS2` category.
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## Requirements
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- **Python**: 3.10+
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- **CUDA**: Required (tested on CUDA 11.8+)
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- **GPU**: NVIDIA GPU with 24GB+ VRAM recommended (A100, RTX 4090)
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- **ComfyUI**: Latest version
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## Workflows
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Pre-built workflows are included in the `workflows/` folder:
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| Workflow | Description |
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|----------|-------------|
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| `single_image_novel_view.json` | Basic image to 3D with camera control |
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| `video_angle_shift.json` | Full video processing pipeline |
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| `onion_skinning_demo.json` | Motion ghosting showcase |
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| `effects_showcase.json` | Cel shading and post-processing demo |
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| `multiview_preview.json` | 8-angle grid preview |
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## Usage Examples
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### Single Image Novel View
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```
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LoadImage → Trellis2Predict → MeshRenderer → SaveImage
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↑
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CameraTrajectory
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```
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### Video Angle Shift
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```
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VHS_LoadVideo → VideoToMeshes → MeshSequenceRenderer → VHS_VideoCombine
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↑
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CameraTrajectory
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```
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### With Onion Skinning
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```
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VHS_LoadVideo → VideoToMeshes → MeshSequenceRenderer → OnionSkinning → VHS_VideoCombine
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```
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## Onion Skinning Parameters
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| Parameter | Description | Default |
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|-----------|-------------|---------|
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| `ghost_count` | Number of ghost frames | 3 |
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| `frame_interval` | Frames between ghosts | 5 |
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| `ghost_opacity` | Base opacity of ghosts | 0.3 |
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| `opacity_falloff` | linear, exponential, constant | linear |
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| `ghost_color_mode` | original, tinted, silhouette | tinted |
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| `past_tint` | Color for past frames | Blue (#0066FF) |
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| `future_tint` | Color for future frames | Orange (#FF6600) |
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## Rendering Modes
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- **PBR**: Full physically-based rendering with materials
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- **Wireframe**: Edge visualization
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- **Cel/Toon**: Quantized shading with outlines
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- **Normal**: RGB-encoded surface normals
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- **Depth**: Grayscale depth visualization
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## Lighting Presets
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- **Studio**: Professional 3-point lighting
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- **Outdoor**: HDR sky with sun
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- **Dramatic**: High contrast single light
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- **Flat**: Even lighting for cel shading
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## Performance
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| Resolution | TRELLIS2 Time | Render Time | Total/Frame |
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|------------|---------------|-------------|-------------|
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| 512x512 | ~3s | ~0.1s | ~3.1s |
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| 1024x1024 | ~10s | ~0.2s | ~10.2s |
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*Tested on NVIDIA A100 80GB*
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## Comparison with SHARP
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| Aspect | TRELLIS2 | SHARP |
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|--------|----------|-------|
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| Output | PBR Mesh + Materials | Gaussian Splats |
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| Processing Time | 3-60s per frame | <1s per frame |
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| Materials | Full PBR | SH coefficients |
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| Rendering | nvdiffrast | gsplat |
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| Quality | Higher fidelity meshes | Real-time splatting |
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## Troubleshooting
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### "CUDA out of memory"
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- Reduce resolution from 1024 to 512
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- Increase frame_skip to process fewer frames
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- Use a GPU with more VRAM
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### "nvdiffrast not found"
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```bash
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pip install git+https://github.com/NVlabs/nvdiffrast.git
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```
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### "TRELLIS not found"
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```bash
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pip install git+https://github.com/microsoft/TRELLIS.git
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```
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## Credits
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- [Microsoft TRELLIS](https://github.com/microsoft/TRELLIS) - Core 3D reconstruction model
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- [nvdiffrast](https://github.com/NVlabs/nvdiffrast) - CUDA mesh rendering
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- [ComfyUI](https://github.com/comfyanonymous/ComfyUI) - Node-based UI framework
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## License
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MIT License - See LICENSE file for details.
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+68
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"""
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ComfyUI-TRELLIS2_Motion - Video to 3D Mesh Reconstruction with Effects
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A comprehensive ComfyUI node package that uses Microsoft's TRELLIS2 to transform
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video footage into 3D mesh reconstructions with advanced rendering effects.
|
||||
|
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Features:
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- Single image to 3D mesh conversion
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- Video batch processing
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- Camera trajectory control (orbit, dolly, pan)
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- Multiple rendering modes (PBR, wireframe, cel shading)
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- Onion skinning for motion visualization
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- Post-processing effects (bloom, DoF, motion blur)
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"""
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import logging
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logger = logging.getLogger(__name__)
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# Node imports
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from .nodes.trellis_predict import Trellis2Predict
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from .nodes.video_to_meshes import VideoToMeshes, MergeMeshSequences
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from .nodes.camera_trajectory import CameraTrajectory
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from .nodes.mesh_renderer import MeshRenderer
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from .nodes.mesh_sequence_renderer import MeshSequenceRenderer
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from .nodes.onion_skinning import OnionSkinning
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from .nodes.rendering_effects import RenderingEffects
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from .nodes.combined_node import Trellis2VideoAngleShift
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# Collect all node mappings
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NODE_CLASS_MAPPINGS = {}
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NODE_DISPLAY_NAME_MAPPINGS = {}
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# Core nodes
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NODE_CLASS_MAPPINGS["Trellis2Predict"] = Trellis2Predict
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NODE_DISPLAY_NAME_MAPPINGS["Trellis2Predict"] = "TRELLIS2 Predict (Image to 3D Mesh)"
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NODE_CLASS_MAPPINGS["VideoToMeshes"] = VideoToMeshes
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NODE_DISPLAY_NAME_MAPPINGS["VideoToMeshes"] = "Video to Meshes (Batch TRELLIS2)"
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NODE_CLASS_MAPPINGS["MergeMeshSequences"] = MergeMeshSequences
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NODE_DISPLAY_NAME_MAPPINGS["MergeMeshSequences"] = "Merge Mesh Sequences"
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# Camera
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NODE_CLASS_MAPPINGS["CameraTrajectory_T2"] = CameraTrajectory
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NODE_DISPLAY_NAME_MAPPINGS["CameraTrajectory_T2"] = "Camera Trajectory (TRELLIS2)"
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# Rendering
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NODE_CLASS_MAPPINGS["MeshRenderer"] = MeshRenderer
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NODE_DISPLAY_NAME_MAPPINGS["MeshRenderer"] = "Mesh Renderer (3D to Image)"
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NODE_CLASS_MAPPINGS["MeshSequenceRenderer"] = MeshSequenceRenderer
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NODE_DISPLAY_NAME_MAPPINGS["MeshSequenceRenderer"] = "Mesh Sequence Renderer"
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# Effects
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NODE_CLASS_MAPPINGS["OnionSkinning"] = OnionSkinning
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NODE_DISPLAY_NAME_MAPPINGS["OnionSkinning"] = "Onion Skinning (Motion Ghosts)"
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NODE_CLASS_MAPPINGS["RenderingEffects"] = RenderingEffects
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NODE_DISPLAY_NAME_MAPPINGS["RenderingEffects"] = "Rendering Effects"
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# Combined convenience node
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NODE_CLASS_MAPPINGS["Trellis2VideoAngleShift"] = Trellis2VideoAngleShift
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NODE_DISPLAY_NAME_MAPPINGS["Trellis2VideoAngleShift"] = "TRELLIS2 Video Angle Shift"
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__all__ = ["NODE_CLASS_MAPPINGS", "NODE_DISPLAY_NAME_MAPPINGS"]
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logger.info(f"ComfyUI-TRELLIS2_Motion loaded {len(NODE_CLASS_MAPPINGS)} nodes")
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"""Visual effects modules for ComfyUI-TRELLIS2_Motion."""
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from .onion_skin import apply_onion_skinning, OnionSkinConfig
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from .wireframe import render_wireframe, wireframe_overlay
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from .cel_shading import apply_cel_shading, CelShadingConfig
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from .lighting import (
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apply_lighting_preset,
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create_studio_lighting,
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create_outdoor_lighting,
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create_dramatic_lighting,
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create_flat_lighting,
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)
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from .post_processing import (
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apply_bloom,
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apply_depth_of_field,
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apply_motion_blur,
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apply_outline,
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)
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__all__ = [
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# Onion skinning
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"apply_onion_skinning",
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"OnionSkinConfig",
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# Wireframe
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"render_wireframe",
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"wireframe_overlay",
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# Cel shading
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"apply_cel_shading",
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"CelShadingConfig",
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# Lighting
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"apply_lighting_preset",
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"create_studio_lighting",
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"create_outdoor_lighting",
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"create_dramatic_lighting",
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"create_flat_lighting",
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# Post-processing
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"apply_bloom",
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"apply_depth_of_field",
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"apply_motion_blur",
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"apply_outline",
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]
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"""Cel/toon shading effect."""
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import logging
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from dataclasses import dataclass
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from typing import Tuple, Optional
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import torch
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logger = logging.getLogger(__name__)
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@dataclass
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class CelShadingConfig:
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"""Configuration for cel shading effect."""
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levels: int = 4 # Number of shading levels
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outline_width: float = 1.0
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outline_color: Tuple[float, float, float] = (0.0, 0.0, 0.0)
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ambient: float = 0.3
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highlight_threshold: float = 0.9
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highlight_color: Optional[Tuple[float, float, float]] = None
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def apply_cel_shading(
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image: torch.Tensor,
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config: CelShadingConfig
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) -> torch.Tensor:
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"""
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Apply cel/toon shading effect to rendered image.
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Args:
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image: Input image [H, W, 3] or [N, H, W, 3]
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config: Cel shading configuration
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Returns:
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Cel-shaded image
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"""
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was_batch = len(image.shape) == 4
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if not was_batch:
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image = image.unsqueeze(0)
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output = []
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for frame in image:
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# Quantize colors to levels
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quantized = quantize_colors(frame, config.levels)
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# Add highlights if configured
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if config.highlight_color is not None and config.highlight_threshold < 1.0:
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quantized = add_highlights(
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quantized, frame, config.highlight_threshold, config.highlight_color
|
||||
)
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# Add outline
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if config.outline_width > 0:
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quantized = add_outline(
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quantized, config.outline_width, config.outline_color
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)
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output.append(quantized)
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result = torch.stack(output)
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if not was_batch:
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result = result.squeeze(0)
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return result
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def quantize_colors(
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image: torch.Tensor,
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levels: int
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) -> torch.Tensor:
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"""
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Quantize colors to discrete levels.
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|
||||
Args:
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image: Input image [H, W, 3]
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||||
levels: Number of quantization levels
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||||
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Returns:
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Quantized image
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"""
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# Quantize each channel
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quantized = torch.floor(image * levels) / levels
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# Add a small amount back to avoid pure black
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quantized = quantized * 0.9 + 0.1
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return quantized
|
||||
|
||||
|
||||
def add_highlights(
|
||||
image: torch.Tensor,
|
||||
original: torch.Tensor,
|
||||
threshold: float,
|
||||
highlight_color: Tuple[float, float, float]
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Add specular highlights to cel-shaded image.
|
||||
|
||||
Args:
|
||||
image: Cel-shaded image [H, W, 3]
|
||||
original: Original image for brightness reference [H, W, 3]
|
||||
threshold: Brightness threshold for highlights
|
||||
highlight_color: RGB color for highlights
|
||||
|
||||
Returns:
|
||||
Image with highlights
|
||||
"""
|
||||
device = image.device
|
||||
|
||||
# Compute brightness
|
||||
brightness = original.mean(dim=-1)
|
||||
|
||||
# Create highlight mask
|
||||
highlight_mask = (brightness > threshold).unsqueeze(-1).float()
|
||||
|
||||
# Apply highlight color
|
||||
highlight = torch.tensor(highlight_color, dtype=image.dtype, device=device)
|
||||
highlight = highlight.view(1, 1, 3)
|
||||
|
||||
output = image * (1 - highlight_mask) + highlight * highlight_mask
|
||||
|
||||
return output
|
||||
|
||||
|
||||
def add_outline(
|
||||
image: torch.Tensor,
|
||||
width: float,
|
||||
color: Tuple[float, float, float]
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Add edge outline to image using Sobel edge detection.
|
||||
|
||||
Args:
|
||||
image: Input image [H, W, 3]
|
||||
width: Outline width
|
||||
color: Outline color
|
||||
|
||||
Returns:
|
||||
Image with outline
|
||||
"""
|
||||
device = image.device
|
||||
|
||||
# Convert to grayscale for edge detection
|
||||
gray = image.mean(dim=-1, keepdim=True)
|
||||
|
||||
# Sobel kernels
|
||||
sobel_x = torch.tensor([
|
||||
[-1, 0, 1],
|
||||
[-2, 0, 2],
|
||||
[-1, 0, 1]
|
||||
], dtype=image.dtype, device=device).view(1, 1, 3, 3)
|
||||
|
||||
sobel_y = torch.tensor([
|
||||
[-1, -2, -1],
|
||||
[0, 0, 0],
|
||||
[1, 2, 1]
|
||||
], dtype=image.dtype, device=device).view(1, 1, 3, 3)
|
||||
|
||||
# Prepare for convolution
|
||||
gray_4d = gray.permute(2, 0, 1).unsqueeze(0) # [1, 1, H, W]
|
||||
|
||||
# Pad
|
||||
padded = torch.nn.functional.pad(gray_4d, (1, 1, 1, 1), mode='replicate')
|
||||
|
||||
# Apply Sobel
|
||||
gx = torch.nn.functional.conv2d(padded, sobel_x)
|
||||
gy = torch.nn.functional.conv2d(padded, sobel_y)
|
||||
|
||||
# Edge magnitude
|
||||
edges = torch.sqrt(gx ** 2 + gy ** 2)
|
||||
edges = edges.squeeze(0).squeeze(0) # [H, W]
|
||||
|
||||
# Threshold for outline
|
||||
threshold = 0.1 * width
|
||||
outline_mask = (edges > threshold).unsqueeze(-1).float()
|
||||
|
||||
# Apply outline color
|
||||
outline_color_t = torch.tensor(color, dtype=image.dtype, device=device)
|
||||
outline_color_t = outline_color_t.view(1, 1, 3)
|
||||
|
||||
output = image * (1 - outline_mask) + outline_color_t * outline_mask
|
||||
|
||||
return output
|
||||
|
||||
|
||||
def compute_toon_lighting(
|
||||
normals: torch.Tensor,
|
||||
light_dir: torch.Tensor,
|
||||
levels: int = 4,
|
||||
ambient: float = 0.3
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Compute quantized toon lighting.
|
||||
|
||||
Args:
|
||||
normals: Surface normals [H, W, 3]
|
||||
light_dir: Light direction [3]
|
||||
levels: Number of shading levels
|
||||
ambient: Ambient light contribution
|
||||
|
||||
Returns:
|
||||
Lighting intensity [H, W, 1]
|
||||
"""
|
||||
# Normalize
|
||||
n = normals / (torch.norm(normals, dim=-1, keepdim=True) + 1e-8)
|
||||
l = light_dir / (torch.norm(light_dir) + 1e-8)
|
||||
|
||||
# Diffuse
|
||||
ndotl = torch.sum(n * l.view(1, 1, 3), dim=-1, keepdim=True)
|
||||
ndotl = ndotl.clamp(0, 1)
|
||||
|
||||
# Quantize
|
||||
quantized = torch.floor(ndotl * levels) / levels
|
||||
|
||||
# Add ambient
|
||||
lighting = ambient + (1 - ambient) * quantized
|
||||
|
||||
return lighting
|
||||
|
||||
|
||||
def apply_rim_lighting(
|
||||
image: torch.Tensor,
|
||||
normals: torch.Tensor,
|
||||
view_dir: torch.Tensor,
|
||||
rim_color: Tuple[float, float, float] = (1.0, 1.0, 1.0),
|
||||
rim_power: float = 2.0,
|
||||
rim_intensity: float = 0.5
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Add rim lighting effect (common in cel shading).
|
||||
|
||||
Args:
|
||||
image: Input image [H, W, 3]
|
||||
normals: Surface normals [H, W, 3]
|
||||
view_dir: View direction [3]
|
||||
rim_color: Rim light color
|
||||
rim_power: Rim falloff power
|
||||
rim_intensity: Rim light intensity
|
||||
|
||||
Returns:
|
||||
Image with rim lighting
|
||||
"""
|
||||
device = image.device
|
||||
|
||||
# Normalize
|
||||
n = normals / (torch.norm(normals, dim=-1, keepdim=True) + 1e-8)
|
||||
v = view_dir / (torch.norm(view_dir) + 1e-8)
|
||||
|
||||
# Rim factor (1 - dot(n, v))
|
||||
ndotv = torch.sum(n * v.view(1, 1, 3), dim=-1, keepdim=True)
|
||||
rim = torch.pow(1 - ndotv.clamp(0, 1), rim_power)
|
||||
|
||||
# Apply rim
|
||||
rim_color_t = torch.tensor(rim_color, dtype=image.dtype, device=device)
|
||||
rim_color_t = rim_color_t.view(1, 1, 3)
|
||||
|
||||
output = image + rim * rim_color_t * rim_intensity
|
||||
|
||||
return output.clamp(0, 1)
|
||||
@@ -0,0 +1,255 @@
|
||||
"""Lighting presets and utilities."""
|
||||
|
||||
import logging
|
||||
from dataclasses import dataclass, field
|
||||
from typing import List, Tuple, Dict
|
||||
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
@dataclass
|
||||
class Light:
|
||||
"""Single light source."""
|
||||
direction: Tuple[float, float, float]
|
||||
color: Tuple[float, float, float] = (1.0, 1.0, 1.0)
|
||||
intensity: float = 1.0
|
||||
type: str = "directional" # "directional", "point", "spot"
|
||||
|
||||
|
||||
@dataclass
|
||||
class LightingConfig:
|
||||
"""Complete lighting configuration."""
|
||||
ambient: float = 0.3
|
||||
ambient_color: Tuple[float, float, float] = (1.0, 1.0, 1.0)
|
||||
lights: List[Light] = field(default_factory=list)
|
||||
|
||||
|
||||
# Preset configurations
|
||||
STUDIO_LIGHTING = LightingConfig(
|
||||
ambient=0.3,
|
||||
ambient_color=(1.0, 1.0, 1.0),
|
||||
lights=[
|
||||
Light(direction=(1.0, 1.0, 1.0), color=(1.0, 1.0, 1.0), intensity=0.6), # Key
|
||||
Light(direction=(-1.0, 0.5, 0.5), color=(0.8, 0.9, 1.0), intensity=0.3), # Fill
|
||||
Light(direction=(0.0, 1.0, -1.0), color=(1.0, 0.9, 0.8), intensity=0.2), # Rim
|
||||
]
|
||||
)
|
||||
|
||||
OUTDOOR_LIGHTING = LightingConfig(
|
||||
ambient=0.4,
|
||||
ambient_color=(0.7, 0.8, 1.0), # Sky blue ambient
|
||||
lights=[
|
||||
Light(direction=(0.5, 1.0, 0.3), color=(1.0, 0.95, 0.9), intensity=0.8), # Sun
|
||||
Light(direction=(0.0, -1.0, 0.0), color=(0.6, 0.7, 1.0), intensity=0.2), # Sky fill
|
||||
]
|
||||
)
|
||||
|
||||
DRAMATIC_LIGHTING = LightingConfig(
|
||||
ambient=0.1,
|
||||
ambient_color=(0.5, 0.5, 0.6),
|
||||
lights=[
|
||||
Light(direction=(1.0, 0.5, 0.0), color=(1.0, 0.9, 0.7), intensity=1.0),
|
||||
]
|
||||
)
|
||||
|
||||
FLAT_LIGHTING = LightingConfig(
|
||||
ambient=0.8,
|
||||
ambient_color=(1.0, 1.0, 1.0),
|
||||
lights=[
|
||||
Light(direction=(0.0, 0.0, 1.0), color=(1.0, 1.0, 1.0), intensity=0.2),
|
||||
]
|
||||
)
|
||||
|
||||
PRESETS: Dict[str, LightingConfig] = {
|
||||
"studio": STUDIO_LIGHTING,
|
||||
"outdoor": OUTDOOR_LIGHTING,
|
||||
"dramatic": DRAMATIC_LIGHTING,
|
||||
"flat": FLAT_LIGHTING,
|
||||
}
|
||||
|
||||
|
||||
def create_studio_lighting() -> LightingConfig:
|
||||
"""Create studio 3-point lighting setup."""
|
||||
return STUDIO_LIGHTING
|
||||
|
||||
|
||||
def create_outdoor_lighting() -> LightingConfig:
|
||||
"""Create outdoor HDR-style lighting."""
|
||||
return OUTDOOR_LIGHTING
|
||||
|
||||
|
||||
def create_dramatic_lighting() -> LightingConfig:
|
||||
"""Create high-contrast dramatic lighting."""
|
||||
return DRAMATIC_LIGHTING
|
||||
|
||||
|
||||
def create_flat_lighting() -> LightingConfig:
|
||||
"""Create flat, even lighting for cel shading."""
|
||||
return FLAT_LIGHTING
|
||||
|
||||
|
||||
def apply_lighting_preset(
|
||||
colors: torch.Tensor,
|
||||
normals: torch.Tensor,
|
||||
preset_name: str = "studio",
|
||||
view_matrix: torch.Tensor = None
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply a lighting preset to colors based on normals.
|
||||
|
||||
Args:
|
||||
colors: Base colors [H, W, 3]
|
||||
normals: Surface normals [H, W, 3]
|
||||
preset_name: Name of lighting preset
|
||||
view_matrix: Optional view matrix for specular
|
||||
|
||||
Returns:
|
||||
Lit colors [H, W, 3]
|
||||
"""
|
||||
config = PRESETS.get(preset_name, STUDIO_LIGHTING)
|
||||
return apply_lighting(colors, normals, config, view_matrix)
|
||||
|
||||
|
||||
def apply_lighting(
|
||||
colors: torch.Tensor,
|
||||
normals: torch.Tensor,
|
||||
config: LightingConfig,
|
||||
view_matrix: torch.Tensor = None
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply lighting configuration to colors.
|
||||
|
||||
Args:
|
||||
colors: Base colors [H, W, 3]
|
||||
normals: Surface normals [H, W, 3]
|
||||
config: Lighting configuration
|
||||
view_matrix: Optional view matrix for specular
|
||||
|
||||
Returns:
|
||||
Lit colors [H, W, 3]
|
||||
"""
|
||||
device = colors.device
|
||||
|
||||
# Normalize normals
|
||||
n = normals / (torch.norm(normals, dim=-1, keepdim=True) + 1e-8)
|
||||
|
||||
# Start with ambient
|
||||
ambient_color = torch.tensor(config.ambient_color, dtype=colors.dtype, device=device)
|
||||
lit = colors * config.ambient * ambient_color.view(1, 1, 3)
|
||||
|
||||
# Add each light
|
||||
for light in config.lights:
|
||||
# Light direction
|
||||
light_dir = torch.tensor(light.direction, dtype=colors.dtype, device=device)
|
||||
light_dir = light_dir / (torch.norm(light_dir) + 1e-8)
|
||||
|
||||
# Light color
|
||||
light_color = torch.tensor(light.color, dtype=colors.dtype, device=device)
|
||||
|
||||
# Diffuse
|
||||
ndotl = torch.sum(n * light_dir.view(1, 1, 3), dim=-1, keepdim=True)
|
||||
ndotl = ndotl.clamp(0, 1)
|
||||
|
||||
diffuse = colors * light_color.view(1, 1, 3) * ndotl * light.intensity
|
||||
lit = lit + diffuse
|
||||
|
||||
return lit.clamp(0, 1)
|
||||
|
||||
|
||||
def compute_shadow_factor(
|
||||
position: torch.Tensor,
|
||||
normal: torch.Tensor,
|
||||
light_dir: torch.Tensor,
|
||||
shadow_softness: float = 0.0
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Compute a simple shadow factor based on normal orientation.
|
||||
|
||||
Args:
|
||||
position: World position (unused for directional lights)
|
||||
normal: Surface normal [H, W, 3]
|
||||
light_dir: Light direction [3]
|
||||
shadow_softness: Softness of shadow edge
|
||||
|
||||
Returns:
|
||||
Shadow factor [H, W, 1] where 1 = fully lit, 0 = in shadow
|
||||
"""
|
||||
device = normal.device
|
||||
|
||||
n = normal / (torch.norm(normal, dim=-1, keepdim=True) + 1e-8)
|
||||
l = light_dir / (torch.norm(light_dir) + 1e-8)
|
||||
|
||||
ndotl = torch.sum(n * l.view(1, 1, 3), dim=-1, keepdim=True)
|
||||
|
||||
if shadow_softness > 0:
|
||||
# Soft shadow transition
|
||||
shadow = torch.sigmoid((ndotl + shadow_softness) / shadow_softness)
|
||||
else:
|
||||
# Hard shadow
|
||||
shadow = (ndotl > 0).float()
|
||||
|
||||
return shadow
|
||||
|
||||
|
||||
def create_environment_light(
|
||||
resolution: int = 64
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Create a simple environment light map.
|
||||
|
||||
Args:
|
||||
resolution: Resolution of environment map
|
||||
|
||||
Returns:
|
||||
Environment map [resolution, resolution*2, 3]
|
||||
"""
|
||||
# Simple gradient sky
|
||||
env = torch.zeros(resolution, resolution * 2, 3)
|
||||
|
||||
for y in range(resolution):
|
||||
# Vertical gradient (sky blue at top, white at horizon)
|
||||
t = y / (resolution - 1)
|
||||
sky_color = torch.tensor([0.5 + 0.5 * t, 0.7 + 0.3 * t, 1.0])
|
||||
env[y, :] = sky_color
|
||||
|
||||
return env
|
||||
|
||||
|
||||
def sample_environment(
|
||||
env_map: torch.Tensor,
|
||||
directions: torch.Tensor
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Sample environment map given directions.
|
||||
|
||||
Args:
|
||||
env_map: Environment map [H, W, 3]
|
||||
directions: Sample directions [N, 3]
|
||||
|
||||
Returns:
|
||||
Sampled colors [N, 3]
|
||||
"""
|
||||
H, W, _ = env_map.shape
|
||||
|
||||
# Convert direction to spherical coordinates
|
||||
x, y, z = directions[:, 0], directions[:, 1], directions[:, 2]
|
||||
|
||||
# Azimuth angle
|
||||
phi = torch.atan2(x, z) # [-pi, pi]
|
||||
# Elevation angle
|
||||
theta = torch.asin(y.clamp(-1, 1)) # [-pi/2, pi/2]
|
||||
|
||||
# Convert to UV
|
||||
u = (phi / (2 * 3.14159) + 0.5) * (W - 1)
|
||||
v = (0.5 - theta / 3.14159) * (H - 1)
|
||||
|
||||
# Clamp to valid range
|
||||
u = u.clamp(0, W - 1).long()
|
||||
v = v.clamp(0, H - 1).long()
|
||||
|
||||
# Sample
|
||||
colors = env_map[v, u]
|
||||
|
||||
return colors
|
||||
@@ -0,0 +1,176 @@
|
||||
"""Onion skinning effect - motion ghosting for animation visualization."""
|
||||
|
||||
import logging
|
||||
from dataclasses import dataclass
|
||||
from typing import List, Tuple
|
||||
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
@dataclass
|
||||
class OnionSkinConfig:
|
||||
"""Configuration for onion skinning effect."""
|
||||
ghost_count: int = 3
|
||||
frame_interval: int = 5
|
||||
ghost_opacity: float = 0.3
|
||||
opacity_falloff: str = "linear" # "linear", "exponential", "constant"
|
||||
color_mode: str = "tinted" # "original", "tinted", "silhouette"
|
||||
past_tint: Tuple[float, float, float] = (0.0, 0.4, 1.0) # Blue
|
||||
future_tint: Tuple[float, float, float] = (1.0, 0.4, 0.0) # Orange
|
||||
include_future: bool = False
|
||||
blend_mode: str = "over" # "over", "add", "screen"
|
||||
|
||||
|
||||
def apply_onion_skinning(
|
||||
frames: torch.Tensor,
|
||||
config: OnionSkinConfig
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply onion skinning effect to a sequence of frames.
|
||||
|
||||
Args:
|
||||
frames: Video frames [N, H, W, C]
|
||||
config: Onion skinning configuration
|
||||
|
||||
Returns:
|
||||
Frames with onion skinning applied [N, H, W, C]
|
||||
"""
|
||||
num_frames = frames.shape[0]
|
||||
output = frames.clone()
|
||||
device = frames.device
|
||||
|
||||
for i in range(num_frames):
|
||||
current_frame = frames[i].clone()
|
||||
composite = current_frame.clone()
|
||||
|
||||
# Add past ghosts
|
||||
for g in range(1, config.ghost_count + 1):
|
||||
ghost_idx = i - (g * config.frame_interval)
|
||||
if ghost_idx < 0:
|
||||
continue
|
||||
|
||||
ghost = frames[ghost_idx].clone()
|
||||
opacity = _compute_opacity(g, config.ghost_count, config.ghost_opacity, config.opacity_falloff)
|
||||
|
||||
# Apply color treatment
|
||||
if config.color_mode == "tinted":
|
||||
tint = torch.tensor(config.past_tint, dtype=ghost.dtype, device=device)
|
||||
ghost = _apply_tint(ghost, tint, 0.5)
|
||||
elif config.color_mode == "silhouette":
|
||||
tint = torch.tensor(config.past_tint, dtype=ghost.dtype, device=device)
|
||||
ghost = tint.view(1, 1, 3).expand_as(ghost)
|
||||
|
||||
# Blend
|
||||
composite = _blend_frames(composite, ghost, opacity, config.blend_mode)
|
||||
|
||||
# Add future ghosts (if enabled)
|
||||
if config.include_future:
|
||||
for g in range(1, config.ghost_count + 1):
|
||||
ghost_idx = i + (g * config.frame_interval)
|
||||
if ghost_idx >= num_frames:
|
||||
continue
|
||||
|
||||
ghost = frames[ghost_idx].clone()
|
||||
opacity = _compute_opacity(g, config.ghost_count, config.ghost_opacity, config.opacity_falloff)
|
||||
|
||||
if config.color_mode == "tinted":
|
||||
tint = torch.tensor(config.future_tint, dtype=ghost.dtype, device=device)
|
||||
ghost = _apply_tint(ghost, tint, 0.5)
|
||||
elif config.color_mode == "silhouette":
|
||||
tint = torch.tensor(config.future_tint, dtype=ghost.dtype, device=device)
|
||||
ghost = tint.view(1, 1, 3).expand_as(ghost)
|
||||
|
||||
composite = _blend_frames(composite, ghost, opacity, config.blend_mode)
|
||||
|
||||
# Blend composite with current frame (current on top)
|
||||
# Current frame is always fully opaque on top
|
||||
output[i] = composite
|
||||
|
||||
logger.info(
|
||||
f"OnionSkinning: Applied {config.ghost_count} ghosts at interval {config.frame_interval}"
|
||||
)
|
||||
|
||||
return output
|
||||
|
||||
|
||||
def _compute_opacity(
|
||||
ghost_index: int,
|
||||
total_ghosts: int,
|
||||
base_opacity: float,
|
||||
falloff: str
|
||||
) -> float:
|
||||
"""Compute opacity for a ghost based on its distance."""
|
||||
if falloff == "constant":
|
||||
return base_opacity
|
||||
elif falloff == "exponential":
|
||||
decay = 0.5 ** ghost_index
|
||||
return base_opacity * decay
|
||||
else: # linear
|
||||
linear_factor = 1.0 - (ghost_index - 1) / total_ghosts
|
||||
return base_opacity * max(0.1, linear_factor)
|
||||
|
||||
|
||||
def _apply_tint(
|
||||
image: torch.Tensor,
|
||||
tint: torch.Tensor,
|
||||
strength: float
|
||||
) -> torch.Tensor:
|
||||
"""Apply color tint to image."""
|
||||
# Lerp between original and tint
|
||||
tinted = image * (1 - strength) + tint.view(1, 1, 3) * strength
|
||||
return tinted
|
||||
|
||||
|
||||
def _blend_frames(
|
||||
base: torch.Tensor,
|
||||
overlay: torch.Tensor,
|
||||
opacity: float,
|
||||
mode: str
|
||||
) -> torch.Tensor:
|
||||
"""Blend overlay onto base with given opacity and mode."""
|
||||
if mode == "add":
|
||||
return base + overlay * opacity
|
||||
elif mode == "screen":
|
||||
# Screen blend: 1 - (1 - base) * (1 - overlay * opacity)
|
||||
return 1 - (1 - base) * (1 - overlay * opacity)
|
||||
else: # "over" (standard alpha blend)
|
||||
return base * (1 - opacity) + overlay * opacity
|
||||
|
||||
|
||||
def create_onion_skin_preview(
|
||||
frames: torch.Tensor,
|
||||
ghost_count: int = 3,
|
||||
frame_interval: int = 5
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Create a quick preview of onion skinning with default settings.
|
||||
|
||||
Args:
|
||||
frames: Video frames [N, H, W, C]
|
||||
ghost_count: Number of ghosts
|
||||
frame_interval: Frames between ghosts
|
||||
|
||||
Returns:
|
||||
Single frame showing onion skin effect at middle of sequence
|
||||
"""
|
||||
config = OnionSkinConfig(
|
||||
ghost_count=ghost_count,
|
||||
frame_interval=frame_interval,
|
||||
ghost_opacity=0.3,
|
||||
opacity_falloff="linear",
|
||||
color_mode="tinted",
|
||||
)
|
||||
|
||||
# Get middle frame
|
||||
mid_idx = len(frames) // 2
|
||||
start_idx = max(0, mid_idx - ghost_count * frame_interval)
|
||||
end_idx = min(len(frames), mid_idx + ghost_count * frame_interval + 1)
|
||||
|
||||
subset = frames[start_idx:end_idx]
|
||||
result = apply_onion_skinning(subset, config)
|
||||
|
||||
# Return the middle frame of the result
|
||||
result_mid = (mid_idx - start_idx)
|
||||
return result[result_mid].unsqueeze(0)
|
||||
@@ -0,0 +1,321 @@
|
||||
"""Post-processing effects for rendered images."""
|
||||
|
||||
import logging
|
||||
from typing import Tuple, Optional
|
||||
|
||||
import torch
|
||||
import torch.nn.functional as F
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
def apply_bloom(
|
||||
images: torch.Tensor,
|
||||
intensity: float = 0.5,
|
||||
threshold: float = 0.8,
|
||||
radius: int = 20
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply bloom/glow effect to bright areas.
|
||||
|
||||
Args:
|
||||
images: Input images [N, H, W, C] or [H, W, C]
|
||||
intensity: Bloom intensity
|
||||
threshold: Brightness threshold
|
||||
radius: Blur radius for bloom
|
||||
|
||||
Returns:
|
||||
Images with bloom applied
|
||||
"""
|
||||
was_3d = len(images.shape) == 3
|
||||
if was_3d:
|
||||
images = images.unsqueeze(0)
|
||||
|
||||
device = images.device
|
||||
N, H, W, C = images.shape
|
||||
|
||||
output = []
|
||||
for frame in images:
|
||||
# Extract bright areas
|
||||
brightness = frame.mean(dim=-1, keepdim=True)
|
||||
bright_mask = (brightness > threshold).float()
|
||||
bright_areas = frame * bright_mask
|
||||
|
||||
# Blur the bright areas
|
||||
# Convert to NCHW for convolution
|
||||
bright_nchw = bright_areas.permute(2, 0, 1).unsqueeze(0) # [1, C, H, W]
|
||||
|
||||
# Create Gaussian kernel
|
||||
kernel_size = radius * 2 + 1
|
||||
sigma = radius / 3
|
||||
kernel_1d = _gaussian_kernel_1d(kernel_size, sigma, device)
|
||||
|
||||
# Separable blur
|
||||
padded = F.pad(bright_nchw, (radius, radius, radius, radius), mode='reflect')
|
||||
|
||||
# Horizontal blur
|
||||
blurred_h = F.conv2d(
|
||||
padded,
|
||||
kernel_1d.view(1, 1, 1, -1).expand(C, 1, 1, -1),
|
||||
groups=C
|
||||
)
|
||||
|
||||
# Vertical blur
|
||||
blurred = F.conv2d(
|
||||
blurred_h,
|
||||
kernel_1d.view(1, 1, -1, 1).expand(C, 1, -1, 1),
|
||||
groups=C
|
||||
)
|
||||
|
||||
# Convert back to HWC
|
||||
bloom = blurred.squeeze(0).permute(1, 2, 0)
|
||||
|
||||
# Composite
|
||||
result = frame + bloom * intensity
|
||||
|
||||
output.append(result.clamp(0, 1))
|
||||
|
||||
result = torch.stack(output)
|
||||
|
||||
if was_3d:
|
||||
result = result.squeeze(0)
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def apply_depth_of_field(
|
||||
images: torch.Tensor,
|
||||
depth_map: torch.Tensor,
|
||||
focal_distance: float = 0.5,
|
||||
aperture: float = 0.1,
|
||||
max_blur: int = 20
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply depth of field blur effect.
|
||||
|
||||
Args:
|
||||
images: Input images [N, H, W, C]
|
||||
depth_map: Depth values [N, H, W, 1] (0 = close, 1 = far)
|
||||
focal_distance: Distance in focus (0-1)
|
||||
aperture: Aperture size (larger = more blur)
|
||||
max_blur: Maximum blur radius
|
||||
|
||||
Returns:
|
||||
Images with DoF applied
|
||||
"""
|
||||
was_3d = len(images.shape) == 3
|
||||
if was_3d:
|
||||
images = images.unsqueeze(0)
|
||||
depth_map = depth_map.unsqueeze(0)
|
||||
|
||||
device = images.device
|
||||
N, H, W, C = images.shape
|
||||
|
||||
output = []
|
||||
for i in range(N):
|
||||
frame = images[i]
|
||||
depth = depth_map[i]
|
||||
|
||||
# Compute blur amount based on distance from focal plane
|
||||
blur_amount = torch.abs(depth - focal_distance) * aperture * max_blur
|
||||
blur_amount = blur_amount.squeeze(-1) # [H, W]
|
||||
|
||||
# For simplicity, use uniform blur based on average
|
||||
# (true DoF would need per-pixel blur which is expensive)
|
||||
avg_blur = int(blur_amount.mean().item())
|
||||
|
||||
if avg_blur > 0:
|
||||
# Convert for convolution
|
||||
frame_nchw = frame.permute(2, 0, 1).unsqueeze(0)
|
||||
|
||||
# Gaussian blur
|
||||
kernel_size = avg_blur * 2 + 1
|
||||
sigma = avg_blur / 3
|
||||
kernel = _gaussian_kernel_2d(kernel_size, sigma, device)
|
||||
|
||||
padded = F.pad(frame_nchw, (avg_blur, avg_blur, avg_blur, avg_blur), mode='reflect')
|
||||
blurred = F.conv2d(padded, kernel.unsqueeze(0).unsqueeze(0).expand(C, 1, -1, -1), groups=C)
|
||||
|
||||
blurred_hwc = blurred.squeeze(0).permute(1, 2, 0)
|
||||
|
||||
# Blend based on blur amount
|
||||
blend = (blur_amount / max_blur).unsqueeze(-1).clamp(0, 1)
|
||||
result = frame * (1 - blend) + blurred_hwc * blend
|
||||
else:
|
||||
result = frame
|
||||
|
||||
output.append(result)
|
||||
|
||||
result = torch.stack(output)
|
||||
|
||||
if was_3d:
|
||||
result = result.squeeze(0)
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def apply_motion_blur(
|
||||
images: torch.Tensor,
|
||||
intensity: float = 0.5
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply simple motion blur between frames.
|
||||
|
||||
Args:
|
||||
images: Video frames [N, H, W, C]
|
||||
intensity: Blur intensity (0-1)
|
||||
|
||||
Returns:
|
||||
Motion blurred frames
|
||||
"""
|
||||
if len(images.shape) != 4 or images.shape[0] < 2:
|
||||
return images
|
||||
|
||||
N, H, W, C = images.shape
|
||||
output = images.clone()
|
||||
|
||||
for i in range(1, N):
|
||||
# Blend with previous frame
|
||||
prev = images[i - 1]
|
||||
curr = images[i]
|
||||
output[i] = curr * (1 - intensity) + prev * intensity
|
||||
|
||||
return output
|
||||
|
||||
|
||||
def apply_outline(
|
||||
images: torch.Tensor,
|
||||
width: float = 1.0,
|
||||
color: Tuple[float, float, float] = (0.0, 0.0, 0.0),
|
||||
threshold: float = 0.1
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply edge outline effect.
|
||||
|
||||
Args:
|
||||
images: Input images [N, H, W, C] or [H, W, C]
|
||||
width: Outline width
|
||||
color: Outline color
|
||||
threshold: Edge detection threshold
|
||||
|
||||
Returns:
|
||||
Images with outlines
|
||||
"""
|
||||
was_3d = len(images.shape) == 3
|
||||
if was_3d:
|
||||
images = images.unsqueeze(0)
|
||||
|
||||
device = images.device
|
||||
N, H, W, C = images.shape
|
||||
|
||||
# Sobel kernels
|
||||
sobel_x = torch.tensor([
|
||||
[-1, 0, 1],
|
||||
[-2, 0, 2],
|
||||
[-1, 0, 1]
|
||||
], dtype=images.dtype, device=device)
|
||||
|
||||
sobel_y = torch.tensor([
|
||||
[-1, -2, -1],
|
||||
[0, 0, 0],
|
||||
[1, 2, 1]
|
||||
], dtype=images.dtype, device=device)
|
||||
|
||||
output = []
|
||||
for frame in images:
|
||||
# Convert to grayscale
|
||||
gray = frame.mean(dim=-1)
|
||||
|
||||
# Pad for convolution
|
||||
gray_4d = gray.unsqueeze(0).unsqueeze(0) # [1, 1, H, W]
|
||||
padded = F.pad(gray_4d, (1, 1, 1, 1), mode='replicate')
|
||||
|
||||
# Apply Sobel
|
||||
gx = F.conv2d(padded, sobel_x.view(1, 1, 3, 3))
|
||||
gy = F.conv2d(padded, sobel_y.view(1, 1, 3, 3))
|
||||
|
||||
# Edge magnitude
|
||||
edges = torch.sqrt(gx ** 2 + gy ** 2).squeeze()
|
||||
|
||||
# Dilate edges for width
|
||||
if width > 1:
|
||||
dilation = int(width)
|
||||
edges_4d = edges.unsqueeze(0).unsqueeze(0)
|
||||
kernel = torch.ones(1, 1, dilation * 2 + 1, dilation * 2 + 1, device=device)
|
||||
edges_dilated = F.conv2d(
|
||||
F.pad(edges_4d, (dilation, dilation, dilation, dilation), mode='replicate'),
|
||||
kernel
|
||||
).squeeze()
|
||||
edges = (edges_dilated > 0).float()
|
||||
else:
|
||||
edges = (edges > threshold * width).float()
|
||||
|
||||
# Apply outline color
|
||||
outline_mask = edges.unsqueeze(-1)
|
||||
outline_color = torch.tensor(color, dtype=frame.dtype, device=device)
|
||||
result = frame * (1 - outline_mask) + outline_color.view(1, 1, 3) * outline_mask
|
||||
|
||||
output.append(result)
|
||||
|
||||
result = torch.stack(output)
|
||||
|
||||
if was_3d:
|
||||
result = result.squeeze(0)
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def apply_vignette(
|
||||
images: torch.Tensor,
|
||||
intensity: float = 0.5,
|
||||
radius: float = 0.8
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Apply vignette effect (darkening at edges).
|
||||
|
||||
Args:
|
||||
images: Input images [N, H, W, C] or [H, W, C]
|
||||
intensity: Vignette intensity
|
||||
radius: Vignette radius (1 = no effect at center)
|
||||
|
||||
Returns:
|
||||
Images with vignette
|
||||
"""
|
||||
was_3d = len(images.shape) == 3
|
||||
if was_3d:
|
||||
images = images.unsqueeze(0)
|
||||
|
||||
device = images.device
|
||||
N, H, W, C = images.shape
|
||||
|
||||
# Create vignette mask
|
||||
y, x = torch.meshgrid(
|
||||
torch.linspace(-1, 1, H, device=device),
|
||||
torch.linspace(-1, 1, W, device=device),
|
||||
indexing='ij'
|
||||
)
|
||||
|
||||
dist = torch.sqrt(x ** 2 + y ** 2)
|
||||
vignette = 1 - torch.clamp((dist - radius) / (1 - radius), 0, 1) * intensity
|
||||
vignette = vignette.unsqueeze(-1) # [H, W, 1]
|
||||
|
||||
output = images * vignette.unsqueeze(0)
|
||||
|
||||
if was_3d:
|
||||
output = output.squeeze(0)
|
||||
|
||||
return output
|
||||
|
||||
|
||||
def _gaussian_kernel_1d(size: int, sigma: float, device: torch.device) -> torch.Tensor:
|
||||
"""Create 1D Gaussian kernel."""
|
||||
x = torch.arange(size, dtype=torch.float32, device=device) - size // 2
|
||||
kernel = torch.exp(-x ** 2 / (2 * sigma ** 2))
|
||||
return kernel / kernel.sum()
|
||||
|
||||
|
||||
def _gaussian_kernel_2d(size: int, sigma: float, device: torch.device) -> torch.Tensor:
|
||||
"""Create 2D Gaussian kernel."""
|
||||
kernel_1d = _gaussian_kernel_1d(size, sigma, device)
|
||||
kernel_2d = kernel_1d.unsqueeze(1) @ kernel_1d.unsqueeze(0)
|
||||
return kernel_2d
|
||||
@@ -0,0 +1,240 @@
|
||||
"""Wireframe rendering effect."""
|
||||
|
||||
import logging
|
||||
from typing import Tuple, Optional
|
||||
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
def render_wireframe(
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor,
|
||||
mvp: torch.Tensor,
|
||||
width: int,
|
||||
height: int,
|
||||
line_width: float = 1.0,
|
||||
line_color: Tuple[float, float, float] = (1.0, 1.0, 1.0),
|
||||
background_color: Tuple[float, float, float] = (0.0, 0.0, 0.0),
|
||||
fill_color: Optional[Tuple[float, float, float]] = None,
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Render a mesh as wireframe.
|
||||
|
||||
Args:
|
||||
vertices: Mesh vertices [N, 3]
|
||||
faces: Face indices [F, 3]
|
||||
mvp: Model-view-projection matrix [4, 4]
|
||||
width: Output width
|
||||
height: Output height
|
||||
line_width: Width of wireframe lines
|
||||
line_color: RGB color for lines
|
||||
background_color: RGB background color
|
||||
fill_color: Optional fill color for faces
|
||||
|
||||
Returns:
|
||||
Rendered wireframe image [H, W, 3]
|
||||
"""
|
||||
device = vertices.device
|
||||
|
||||
# Transform vertices to clip space
|
||||
verts_homo = torch.cat([
|
||||
vertices,
|
||||
torch.ones(vertices.shape[0], 1, device=device)
|
||||
], dim=1)
|
||||
verts_clip = (mvp @ verts_homo.T).T
|
||||
|
||||
# Perspective divide to NDC
|
||||
verts_ndc = verts_clip[:, :3] / (verts_clip[:, 3:4] + 1e-8)
|
||||
|
||||
# Convert to screen space
|
||||
verts_screen = torch.zeros_like(verts_ndc[:, :2])
|
||||
verts_screen[:, 0] = (verts_ndc[:, 0] + 1) * 0.5 * width
|
||||
verts_screen[:, 1] = (1 - verts_ndc[:, 1]) * 0.5 * height # Flip Y
|
||||
|
||||
# Initialize output
|
||||
output = torch.zeros(height, width, 3, dtype=torch.float32, device=device)
|
||||
output[:, :, 0] = background_color[0]
|
||||
output[:, :, 1] = background_color[1]
|
||||
output[:, :, 2] = background_color[2]
|
||||
|
||||
# Draw edges
|
||||
line_color_t = torch.tensor(line_color, dtype=torch.float32, device=device)
|
||||
|
||||
for face in faces:
|
||||
for j in range(3):
|
||||
v0 = verts_screen[face[j]]
|
||||
v1 = verts_screen[face[(j + 1) % 3]]
|
||||
|
||||
# Draw line between v0 and v1
|
||||
output = _draw_line(output, v0, v1, line_color_t, line_width)
|
||||
|
||||
return output
|
||||
|
||||
|
||||
def wireframe_overlay(
|
||||
base_image: torch.Tensor,
|
||||
wireframe: torch.Tensor,
|
||||
opacity: float = 0.5,
|
||||
blend_mode: str = "over"
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Overlay wireframe on top of base image.
|
||||
|
||||
Args:
|
||||
base_image: Base rendered image [H, W, 3]
|
||||
wireframe: Wireframe image [H, W, 3]
|
||||
opacity: Wireframe opacity
|
||||
blend_mode: "over", "add", or "screen"
|
||||
|
||||
Returns:
|
||||
Composited image [H, W, 3]
|
||||
"""
|
||||
if blend_mode == "add":
|
||||
return (base_image + wireframe * opacity).clamp(0, 1)
|
||||
elif blend_mode == "screen":
|
||||
return (1 - (1 - base_image) * (1 - wireframe * opacity)).clamp(0, 1)
|
||||
else: # over
|
||||
# Only overlay where wireframe has color
|
||||
mask = (wireframe.sum(dim=-1, keepdim=True) > 0).float()
|
||||
return base_image * (1 - mask * opacity) + wireframe * mask * opacity
|
||||
|
||||
|
||||
def _draw_line(
|
||||
image: torch.Tensor,
|
||||
p0: torch.Tensor,
|
||||
p1: torch.Tensor,
|
||||
color: torch.Tensor,
|
||||
width: float = 1.0
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Draw a line on an image using Bresenham's algorithm.
|
||||
|
||||
Args:
|
||||
image: Image tensor [H, W, 3]
|
||||
p0: Start point [2]
|
||||
p1: End point [2]
|
||||
color: Line color [3]
|
||||
width: Line width
|
||||
|
||||
Returns:
|
||||
Image with line drawn
|
||||
"""
|
||||
H, W, _ = image.shape
|
||||
|
||||
x0, y0 = int(p0[0].item()), int(p0[1].item())
|
||||
x1, y1 = int(p1[0].item()), int(p1[1].item())
|
||||
|
||||
# Bresenham's line algorithm
|
||||
dx = abs(x1 - x0)
|
||||
dy = abs(y1 - y0)
|
||||
sx = 1 if x0 < x1 else -1
|
||||
sy = 1 if y0 < y1 else -1
|
||||
err = dx - dy
|
||||
|
||||
half_w = int(width / 2)
|
||||
|
||||
while True:
|
||||
# Draw pixel with width
|
||||
for wx in range(-half_w, half_w + 1):
|
||||
for wy in range(-half_w, half_w + 1):
|
||||
px, py = x0 + wx, y0 + wy
|
||||
if 0 <= px < W and 0 <= py < H:
|
||||
image[py, px] = color
|
||||
|
||||
if x0 == x1 and y0 == y1:
|
||||
break
|
||||
|
||||
e2 = 2 * err
|
||||
if e2 > -dy:
|
||||
err -= dy
|
||||
x0 += sx
|
||||
if e2 < dx:
|
||||
err += dx
|
||||
y0 += sy
|
||||
|
||||
return image
|
||||
|
||||
|
||||
def extract_edges(
|
||||
faces: torch.Tensor
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Extract unique edges from face indices.
|
||||
|
||||
Args:
|
||||
faces: Face indices [F, 3]
|
||||
|
||||
Returns:
|
||||
Edge indices [E, 2]
|
||||
"""
|
||||
# Get all edges (including duplicates)
|
||||
edges = []
|
||||
for i in range(3):
|
||||
j = (i + 1) % 3
|
||||
e = torch.stack([faces[:, i], faces[:, j]], dim=1)
|
||||
edges.append(e)
|
||||
|
||||
all_edges = torch.cat(edges, dim=0)
|
||||
|
||||
# Sort each edge so smaller index comes first
|
||||
sorted_edges = torch.sort(all_edges, dim=1).values
|
||||
|
||||
# Remove duplicates
|
||||
unique_edges = torch.unique(sorted_edges, dim=0)
|
||||
|
||||
return unique_edges
|
||||
|
||||
|
||||
def compute_edge_visibility(
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor,
|
||||
viewmat: torch.Tensor,
|
||||
edges: Optional[torch.Tensor] = None
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Compute which edges are visible (silhouette edges).
|
||||
|
||||
An edge is a silhouette edge if its two adjacent faces have
|
||||
different front/back facing orientations.
|
||||
|
||||
Args:
|
||||
vertices: Vertex positions [N, 3]
|
||||
faces: Face indices [F, 3]
|
||||
viewmat: View matrix [4, 4]
|
||||
edges: Optional pre-computed edges [E, 2]
|
||||
|
||||
Returns:
|
||||
Boolean mask of visible edges [E]
|
||||
"""
|
||||
device = vertices.device
|
||||
|
||||
if edges is None:
|
||||
edges = extract_edges(faces)
|
||||
|
||||
# Compute face normals
|
||||
v0 = vertices[faces[:, 0]]
|
||||
v1 = vertices[faces[:, 1]]
|
||||
v2 = vertices[faces[:, 2]]
|
||||
|
||||
face_normals = torch.cross(v1 - v0, v2 - v0)
|
||||
face_normals = face_normals / (torch.norm(face_normals, dim=1, keepdim=True) + 1e-8)
|
||||
|
||||
# Face centers
|
||||
face_centers = (v0 + v1 + v2) / 3
|
||||
|
||||
# View direction (from face center to camera)
|
||||
cam_pos = -viewmat[:3, :3].T @ viewmat[:3, 3]
|
||||
view_dirs = cam_pos.unsqueeze(0) - face_centers
|
||||
view_dirs = view_dirs / (torch.norm(view_dirs, dim=1, keepdim=True) + 1e-8)
|
||||
|
||||
# Front-facing test
|
||||
dots = (face_normals * view_dirs).sum(dim=1)
|
||||
front_facing = dots > 0
|
||||
|
||||
# Build edge-to-face mapping (simplified: mark edge visible if any adjacent face is front-facing)
|
||||
# For proper silhouette, need to check if edge is between front and back facing faces
|
||||
visible = torch.ones(len(edges), dtype=torch.bool, device=device)
|
||||
|
||||
return visible
|
||||
+105
@@ -0,0 +1,105 @@
|
||||
"""
|
||||
Installation script for ComfyUI-TRELLIS2_Motion dependencies.
|
||||
|
||||
Run with: python install.py
|
||||
"""
|
||||
|
||||
import subprocess
|
||||
import sys
|
||||
import os
|
||||
|
||||
|
||||
def run_pip(*args):
|
||||
"""Run pip with the given arguments."""
|
||||
subprocess.check_call([sys.executable, "-m", "pip", *args])
|
||||
|
||||
|
||||
def install_dependencies():
|
||||
"""Install all required dependencies."""
|
||||
print("Installing ComfyUI-TRELLIS2_Motion dependencies...")
|
||||
|
||||
# Core dependencies
|
||||
print("\n[1/5] Installing core dependencies...")
|
||||
run_pip("install", "torch>=2.0.0", "numpy>=1.21.0", "pillow>=9.0.0")
|
||||
|
||||
# HuggingFace and transformers
|
||||
print("\n[2/5] Installing HuggingFace dependencies...")
|
||||
run_pip("install", "huggingface_hub>=0.20.0", "transformers>=4.30.0")
|
||||
|
||||
# Mesh processing
|
||||
print("\n[3/5] Installing mesh processing libraries...")
|
||||
run_pip("install", "trimesh>=3.0.0", "xatlas")
|
||||
|
||||
# Background removal
|
||||
print("\n[4/5] Installing background removal...")
|
||||
run_pip("install", "rembg")
|
||||
|
||||
# Image processing
|
||||
print("\n[5/5] Installing image processing libraries...")
|
||||
run_pip("install", "kornia>=0.7.0", "opencv-python-headless>=4.8.0")
|
||||
run_pip("install", "scipy>=1.10.0", "einops>=0.6.0")
|
||||
|
||||
# CUDA-specific packages (may need manual installation)
|
||||
print("\n[Note] The following packages may need manual installation:")
|
||||
print(" - nvdiffrast: pip install git+https://github.com/NVlabs/nvdiffrast.git")
|
||||
print(" - spconv: pip install spconv-cu118 (or cu121 for CUDA 12.1)")
|
||||
print(" - flash-attn: pip install flash-attn --no-build-isolation")
|
||||
|
||||
try:
|
||||
run_pip("install", "nvdiffrast")
|
||||
except Exception as e:
|
||||
print(f" Warning: nvdiffrast installation failed: {e}")
|
||||
print(" Try: pip install git+https://github.com/NVlabs/nvdiffrast.git")
|
||||
|
||||
print("\n" + "="*50)
|
||||
print("Installation complete!")
|
||||
print("="*50)
|
||||
print("\nTo use TRELLIS2, you also need to install the TRELLIS package:")
|
||||
print(" pip install git+https://github.com/microsoft/TRELLIS.git")
|
||||
print("\nOr follow the instructions at:")
|
||||
print(" https://github.com/microsoft/TRELLIS")
|
||||
|
||||
|
||||
def check_dependencies():
|
||||
"""Check which dependencies are installed."""
|
||||
deps = {
|
||||
"torch": "torch",
|
||||
"numpy": "numpy",
|
||||
"PIL": "pillow",
|
||||
"huggingface_hub": "huggingface_hub",
|
||||
"transformers": "transformers",
|
||||
"trimesh": "trimesh",
|
||||
"kornia": "kornia",
|
||||
"cv2": "opencv-python",
|
||||
"nvdiffrast": "nvdiffrast",
|
||||
"rembg": "rembg",
|
||||
}
|
||||
|
||||
print("Checking dependencies...")
|
||||
print("-" * 40)
|
||||
|
||||
for import_name, package_name in deps.items():
|
||||
try:
|
||||
__import__(import_name)
|
||||
print(f" [OK] {package_name}")
|
||||
except ImportError:
|
||||
print(f" [MISSING] {package_name}")
|
||||
|
||||
# Check CUDA
|
||||
try:
|
||||
import torch
|
||||
if torch.cuda.is_available():
|
||||
print(f"\n CUDA: Available ({torch.cuda.get_device_name(0)})")
|
||||
print(f" CUDA Version: {torch.version.cuda}")
|
||||
else:
|
||||
print("\n CUDA: Not available (CPU only)")
|
||||
except Exception as e:
|
||||
print(f"\n CUDA check failed: {e}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
if len(sys.argv) > 1 and sys.argv[1] == "check":
|
||||
check_dependencies()
|
||||
else:
|
||||
install_dependencies()
|
||||
print("\nRun 'python install.py check' to verify installation.")
|
||||
@@ -0,0 +1 @@
|
||||
"""TRELLIS2 Motion nodes for ComfyUI."""
|
||||
@@ -0,0 +1,251 @@
|
||||
"""Camera Trajectory node - define camera movement parameters."""
|
||||
|
||||
import logging
|
||||
from typing import Any, Dict, Tuple
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
class CameraTrajectory:
|
||||
"""
|
||||
Define camera trajectory parameters for 3D mesh rendering.
|
||||
|
||||
Creates camera path definitions that can be used with MeshRenderer
|
||||
to render from specific viewpoints or animated paths.
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"trajectory_type": (["orbit", "dolly", "pan", "static"], {
|
||||
"default": "static",
|
||||
"tooltip": "Type of camera movement"
|
||||
}),
|
||||
"angle_x": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": -89.0,
|
||||
"max": 89.0,
|
||||
"step": 0.5,
|
||||
"display": "slider",
|
||||
"tooltip": "Vertical angle in degrees (pitch) - positive looks from above"
|
||||
}),
|
||||
"angle_y": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": -180.0,
|
||||
"max": 180.0,
|
||||
"step": 0.5,
|
||||
"display": "slider",
|
||||
"tooltip": "Horizontal angle in degrees (yaw) - positive rotates right"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"angle_z": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": -180.0,
|
||||
"max": 180.0,
|
||||
"step": 0.5,
|
||||
"display": "slider",
|
||||
"tooltip": "Roll angle in degrees"
|
||||
}),
|
||||
"distance": ("FLOAT", {
|
||||
"default": 2.5,
|
||||
"min": 0.5,
|
||||
"max": 20.0,
|
||||
"step": 0.1,
|
||||
"tooltip": "Distance from scene center"
|
||||
}),
|
||||
"fov": ("FLOAT", {
|
||||
"default": 60.0,
|
||||
"min": 10.0,
|
||||
"max": 120.0,
|
||||
"step": 1.0,
|
||||
"tooltip": "Field of view in degrees"
|
||||
}),
|
||||
"center_x": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": -10.0,
|
||||
"max": 10.0,
|
||||
"step": 0.1,
|
||||
"tooltip": "Scene center X coordinate"
|
||||
}),
|
||||
"center_y": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": -10.0,
|
||||
"max": 10.0,
|
||||
"step": 0.1,
|
||||
"tooltip": "Scene center Y coordinate"
|
||||
}),
|
||||
"center_z": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": -10.0,
|
||||
"max": 10.0,
|
||||
"step": 0.1,
|
||||
"tooltip": "Scene center Z coordinate"
|
||||
}),
|
||||
"animate": ("BOOLEAN", {
|
||||
"default": False,
|
||||
"tooltip": "Enable camera animation over sequence"
|
||||
}),
|
||||
"animation_range": ("FLOAT", {
|
||||
"default": 30.0,
|
||||
"min": 5.0,
|
||||
"max": 360.0,
|
||||
"step": 5.0,
|
||||
"tooltip": "Range of animation in degrees (orbit/pan) or distance (dolly)"
|
||||
}),
|
||||
"animation_axis": (["y", "x"], {
|
||||
"default": "y",
|
||||
"tooltip": "Axis to animate around (y=horizontal, x=vertical)"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("CAMERA_TRAJECTORY",)
|
||||
RETURN_NAMES = ("camera_trajectory",)
|
||||
FUNCTION = "create_trajectory"
|
||||
CATEGORY = "TRELLIS2/Camera"
|
||||
|
||||
def create_trajectory(
|
||||
self,
|
||||
trajectory_type: str,
|
||||
angle_x: float,
|
||||
angle_y: float,
|
||||
angle_z: float = 0.0,
|
||||
distance: float = 2.5,
|
||||
fov: float = 60.0,
|
||||
center_x: float = 0.0,
|
||||
center_y: float = 0.0,
|
||||
center_z: float = 0.0,
|
||||
animate: bool = False,
|
||||
animation_range: float = 30.0,
|
||||
animation_axis: str = "y",
|
||||
) -> Tuple[Dict[str, Any]]:
|
||||
"""
|
||||
Create camera trajectory parameters.
|
||||
|
||||
Returns:
|
||||
Dictionary containing camera trajectory configuration
|
||||
"""
|
||||
trajectory = {
|
||||
"trajectory_type": trajectory_type,
|
||||
"angle_x": angle_x,
|
||||
"angle_y": angle_y,
|
||||
"angle_z": angle_z,
|
||||
"distance": distance,
|
||||
"fov": fov,
|
||||
"center": (center_x, center_y, center_z),
|
||||
"animate": animate,
|
||||
"animation_range": animation_range,
|
||||
"animation_axis": animation_axis,
|
||||
}
|
||||
|
||||
logger.debug(
|
||||
f"CameraTrajectory: type={trajectory_type}, "
|
||||
f"angles=({angle_x}, {angle_y}, {angle_z}), "
|
||||
f"distance={distance}, fov={fov}, "
|
||||
f"animate={animate}"
|
||||
)
|
||||
|
||||
return (trajectory,)
|
||||
|
||||
|
||||
class MultiAngleCamera:
|
||||
"""
|
||||
Generate multiple camera angles for batch rendering.
|
||||
|
||||
Creates a grid of camera positions for multi-view rendering.
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"num_angles": ("INT", {
|
||||
"default": 8,
|
||||
"min": 2,
|
||||
"max": 36,
|
||||
"step": 1,
|
||||
"tooltip": "Number of viewing angles to generate"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"angle_x": ("FLOAT", {
|
||||
"default": 15.0,
|
||||
"min": -60.0,
|
||||
"max": 60.0,
|
||||
"step": 1.0,
|
||||
"tooltip": "Fixed vertical angle for all views"
|
||||
}),
|
||||
"distance": ("FLOAT", {
|
||||
"default": 2.5,
|
||||
"min": 0.5,
|
||||
"max": 20.0,
|
||||
"step": 0.1,
|
||||
"tooltip": "Distance from scene center"
|
||||
}),
|
||||
"fov": ("FLOAT", {
|
||||
"default": 60.0,
|
||||
"min": 10.0,
|
||||
"max": 120.0,
|
||||
"step": 1.0,
|
||||
"tooltip": "Field of view in degrees"
|
||||
}),
|
||||
"start_angle": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": 0.0,
|
||||
"max": 360.0,
|
||||
"step": 1.0,
|
||||
"tooltip": "Starting horizontal angle"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("CAMERA_TRAJECTORY",)
|
||||
RETURN_NAMES = ("camera_trajectory",)
|
||||
FUNCTION = "create_multi_angle"
|
||||
CATEGORY = "TRELLIS2/Camera"
|
||||
|
||||
def create_multi_angle(
|
||||
self,
|
||||
num_angles: int,
|
||||
angle_x: float = 15.0,
|
||||
distance: float = 2.5,
|
||||
fov: float = 60.0,
|
||||
start_angle: float = 0.0,
|
||||
) -> Tuple[Dict[str, Any]]:
|
||||
"""
|
||||
Create multi-angle camera trajectory.
|
||||
|
||||
Returns:
|
||||
Dictionary with list of camera positions
|
||||
"""
|
||||
# Generate evenly spaced angles
|
||||
angle_step = 360.0 / num_angles
|
||||
angles = [(start_angle + i * angle_step) % 360.0 - 180.0 for i in range(num_angles)]
|
||||
|
||||
trajectory = {
|
||||
"trajectory_type": "multi_angle",
|
||||
"angles_y": angles,
|
||||
"angle_x": angle_x,
|
||||
"distance": distance,
|
||||
"fov": fov,
|
||||
"center": (0.0, 0.0, 0.0),
|
||||
"num_angles": num_angles,
|
||||
}
|
||||
|
||||
logger.info(f"MultiAngleCamera: Generated {num_angles} viewing angles")
|
||||
|
||||
return (trajectory,)
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"CameraTrajectory_T2": CameraTrajectory,
|
||||
"MultiAngleCamera": MultiAngleCamera,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"CameraTrajectory_T2": "Camera Trajectory (TRELLIS2)",
|
||||
"MultiAngleCamera": "Multi-Angle Camera",
|
||||
}
|
||||
@@ -0,0 +1,501 @@
|
||||
"""Combined all-in-one TRELLIS2 Video Angle Shift node."""
|
||||
|
||||
import logging
|
||||
from typing import Any, Dict, Tuple
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
from PIL import Image
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
from ..utils.camera_utils import (
|
||||
create_orbit_camera,
|
||||
create_intrinsic_matrix,
|
||||
estimate_mesh_center,
|
||||
estimate_mesh_distance,
|
||||
)
|
||||
from ..utils.video_utils import extract_frames, interpolate_missing_frames
|
||||
from ..utils.download_utils import ensure_trellis_model, get_progress_bar
|
||||
|
||||
# Check for TRELLIS
|
||||
TRELLIS_AVAILABLE = False
|
||||
try:
|
||||
from trellis.pipelines import TrslIs2Img
|
||||
TRELLIS_AVAILABLE = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
# Check for rembg
|
||||
REMBG_AVAILABLE = False
|
||||
try:
|
||||
from rembg import remove as remove_background
|
||||
REMBG_AVAILABLE = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
# Check for nvdiffrast
|
||||
NVDIFFRAST_AVAILABLE = False
|
||||
try:
|
||||
import nvdiffrast.torch as dr
|
||||
NVDIFFRAST_AVAILABLE = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
|
||||
class Trellis2VideoAngleShift:
|
||||
"""
|
||||
All-in-one TRELLIS2 video angle shift node.
|
||||
|
||||
This convenience node combines the entire pipeline:
|
||||
1. Extract video frames
|
||||
2. Process each frame through TRELLIS2 to create 3D mesh
|
||||
3. Render all frames from a shifted camera angle
|
||||
4. Optionally apply onion skinning effect
|
||||
5. Optionally interpolate skipped frames
|
||||
6. Return the shifted video
|
||||
|
||||
For more control, use the individual nodes (VideoToMeshes, CameraTrajectory,
|
||||
MeshSequenceRenderer) instead.
|
||||
|
||||
Requirements:
|
||||
- TRELLIS2 (pip install git+https://github.com/microsoft/TRELLIS.git)
|
||||
- nvdiffrast (pip install git+https://github.com/NVlabs/nvdiffrast.git)
|
||||
- CUDA GPU
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"images": ("IMAGE", {
|
||||
"tooltip": "Video frames as image batch [N, H, W, C]"
|
||||
}),
|
||||
"angle_x": ("FLOAT", {
|
||||
"default": 15.0,
|
||||
"min": -60.0,
|
||||
"max": 60.0,
|
||||
"step": 0.5,
|
||||
"display": "slider",
|
||||
"tooltip": "Vertical camera angle shift in degrees (pitch)"
|
||||
}),
|
||||
"angle_y": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": -180.0,
|
||||
"max": 180.0,
|
||||
"step": 0.5,
|
||||
"display": "slider",
|
||||
"tooltip": "Horizontal camera angle shift in degrees (yaw)"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"frame_skip": ("INT", {
|
||||
"default": 5,
|
||||
"min": 1,
|
||||
"max": 30,
|
||||
"step": 1,
|
||||
"tooltip": "Process every Nth frame"
|
||||
}),
|
||||
"resolution": (["512", "1024"], {
|
||||
"default": "1024",
|
||||
"tooltip": "TRELLIS2 processing resolution"
|
||||
}),
|
||||
"output_width": ("INT", {
|
||||
"default": 0,
|
||||
"min": 0,
|
||||
"max": 4096,
|
||||
"step": 64,
|
||||
"tooltip": "Output width (0 = match input)"
|
||||
}),
|
||||
"output_height": ("INT", {
|
||||
"default": 0,
|
||||
"min": 0,
|
||||
"max": 4096,
|
||||
"step": 64,
|
||||
"tooltip": "Output height (0 = match input)"
|
||||
}),
|
||||
"fov": ("FLOAT", {
|
||||
"default": 60.0,
|
||||
"min": 30.0,
|
||||
"max": 120.0,
|
||||
"step": 1.0,
|
||||
"tooltip": "Field of view in degrees"
|
||||
}),
|
||||
"render_mode": (["pbr", "wireframe", "cel"], {
|
||||
"default": "pbr",
|
||||
"tooltip": "Rendering style"
|
||||
}),
|
||||
"lighting_preset": (["studio", "outdoor", "dramatic", "flat"], {
|
||||
"default": "studio",
|
||||
"tooltip": "Lighting configuration"
|
||||
}),
|
||||
"animate_camera": ("BOOLEAN", {
|
||||
"default": False,
|
||||
"tooltip": "Animate camera movement over video duration"
|
||||
}),
|
||||
"animation_range": ("FLOAT", {
|
||||
"default": 30.0,
|
||||
"min": 5.0,
|
||||
"max": 90.0,
|
||||
"step": 1.0,
|
||||
"tooltip": "Range of camera animation in degrees"
|
||||
}),
|
||||
"enable_onion_skin": ("BOOLEAN", {
|
||||
"default": False,
|
||||
"tooltip": "Enable onion skinning effect"
|
||||
}),
|
||||
"onion_skin_interval": ("INT", {
|
||||
"default": 5,
|
||||
"min": 1,
|
||||
"max": 30,
|
||||
"step": 1,
|
||||
"tooltip": "Frames between onion skin ghosts"
|
||||
}),
|
||||
"interpolate_frames": ("BOOLEAN", {
|
||||
"default": True,
|
||||
"tooltip": "Interpolate skipped frames"
|
||||
}),
|
||||
"background_color": ("COLOR", {
|
||||
"default": "#000000",
|
||||
"tooltip": "Background color"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("IMAGE",)
|
||||
RETURN_NAMES = ("shifted_video",)
|
||||
FUNCTION = "process"
|
||||
CATEGORY = "TRELLIS2"
|
||||
|
||||
def __init__(self):
|
||||
self.device = "cuda" if torch.cuda.is_available() else "cpu"
|
||||
self._pipeline = None
|
||||
self._glctx = None
|
||||
|
||||
def process(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
angle_x: float,
|
||||
angle_y: float,
|
||||
frame_skip: int = 5,
|
||||
resolution: str = "1024",
|
||||
output_width: int = 0,
|
||||
output_height: int = 0,
|
||||
fov: float = 60.0,
|
||||
render_mode: str = "pbr",
|
||||
lighting_preset: str = "studio",
|
||||
animate_camera: bool = False,
|
||||
animation_range: float = 30.0,
|
||||
enable_onion_skin: bool = False,
|
||||
onion_skin_interval: int = 5,
|
||||
interpolate_frames: bool = True,
|
||||
background_color: str = "#000000",
|
||||
) -> Tuple[torch.Tensor]:
|
||||
"""
|
||||
Process video through TRELLIS2 and render from shifted angle.
|
||||
|
||||
Args:
|
||||
images: Video frames [N, H, W, C]
|
||||
angle_x: Vertical camera angle
|
||||
angle_y: Horizontal camera angle
|
||||
frame_skip: Process every Nth frame
|
||||
resolution: TRELLIS2 resolution
|
||||
output_width: Output width (0 = match input)
|
||||
output_height: Output height (0 = match input)
|
||||
fov: Field of view
|
||||
render_mode: Rendering style
|
||||
lighting_preset: Lighting preset
|
||||
animate_camera: Animate camera over video
|
||||
animation_range: Animation range in degrees
|
||||
enable_onion_skin: Apply onion skinning
|
||||
onion_skin_interval: Frames between ghosts
|
||||
interpolate_frames: Interpolate skipped frames
|
||||
background_color: Background color
|
||||
|
||||
Returns:
|
||||
Shifted video tensor
|
||||
"""
|
||||
# Validate dependencies
|
||||
if not TRELLIS_AVAILABLE:
|
||||
raise RuntimeError(
|
||||
"Trellis2VideoAngleShift: TRELLIS2 not available. "
|
||||
"Install with: pip install git+https://github.com/microsoft/TRELLIS.git"
|
||||
)
|
||||
|
||||
if not NVDIFFRAST_AVAILABLE:
|
||||
raise RuntimeError(
|
||||
"Trellis2VideoAngleShift: nvdiffrast not available. "
|
||||
"Install with: pip install git+https://github.com/NVlabs/nvdiffrast.git"
|
||||
)
|
||||
|
||||
if not torch.cuda.is_available():
|
||||
raise RuntimeError("Trellis2VideoAngleShift: CUDA required")
|
||||
|
||||
# Get dimensions
|
||||
total_frames, H, W, C = images.shape
|
||||
out_w = output_width if output_width > 0 else W
|
||||
out_h = output_height if output_height > 0 else H
|
||||
|
||||
# Extract frames
|
||||
frames, indices = extract_frames(images, frame_skip)
|
||||
num_to_process = len(frames)
|
||||
|
||||
# Progress: model + predict per frame + render per frame + finalize
|
||||
total_steps = num_to_process * 2 + 3
|
||||
pbar = get_progress_bar(total_steps)
|
||||
pbar.update_absolute(0, total_steps, "Loading TRELLIS2")
|
||||
|
||||
# Load model
|
||||
model_path = ensure_trellis_model()
|
||||
if self._pipeline is None:
|
||||
self._pipeline = TrslIs2Img.from_pretrained(model_path)
|
||||
self._pipeline.to("cuda")
|
||||
|
||||
if self._glctx is None:
|
||||
self._glctx = dr.RasterizeCudaContext()
|
||||
|
||||
logger.info(
|
||||
f"Trellis2VideoAngleShift: Processing {num_to_process}/{total_frames} frames "
|
||||
f"at {out_w}x{out_h}, angle=({angle_x}, {angle_y})"
|
||||
)
|
||||
|
||||
pbar.update_absolute(1, total_steps, "Starting processing")
|
||||
|
||||
rendered_frames = []
|
||||
bg_color = self._parse_color(background_color)
|
||||
background = torch.tensor(bg_color, dtype=torch.float32, device=self.device)
|
||||
|
||||
for i, (frame, orig_idx) in enumerate(zip(frames, indices)):
|
||||
# Step 1: TRELLIS2 prediction
|
||||
pbar.update_absolute(
|
||||
2 + i * 2, total_steps,
|
||||
f"TRELLIS2 predict frame {i+1}/{num_to_process}"
|
||||
)
|
||||
|
||||
try:
|
||||
# Convert to PIL
|
||||
img_np = frame.cpu().numpy()
|
||||
img_np = np.clip(img_np, 0, 1)
|
||||
img_np = (img_np * 255).astype(np.uint8)
|
||||
pil_image = Image.fromarray(img_np, mode="RGB")
|
||||
|
||||
# Remove background
|
||||
if REMBG_AVAILABLE:
|
||||
pil_image = remove_background(pil_image)
|
||||
if pil_image.mode == "RGBA":
|
||||
bg = Image.new("RGB", pil_image.size, (255, 255, 255))
|
||||
bg.paste(pil_image, mask=pil_image.split()[3])
|
||||
pil_image = bg
|
||||
|
||||
# Run TRELLIS2
|
||||
outputs = self._pipeline.run(pil_image, seed=i)
|
||||
mesh_output = outputs['mesh'][0] if isinstance(outputs['mesh'], list) else outputs['mesh']
|
||||
|
||||
# Convert mesh
|
||||
mesh = self._convert_mesh(mesh_output)
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"TRELLIS2 failed for frame {i}: {e}")
|
||||
blank = torch.zeros(out_h, out_w, 3, dtype=torch.float32)
|
||||
rendered_frames.append(blank)
|
||||
continue
|
||||
|
||||
# Step 2: Render
|
||||
pbar.update_absolute(
|
||||
3 + i * 2, total_steps,
|
||||
f"Rendering frame {i+1}/{num_to_process}"
|
||||
)
|
||||
|
||||
# Compute camera angle
|
||||
if animate_camera and total_frames > 1:
|
||||
t = orig_idx / max(total_frames - 1, 1)
|
||||
current_angle_y = angle_y + (t - 0.5) * animation_range
|
||||
else:
|
||||
current_angle_y = angle_y
|
||||
|
||||
# Estimate center/distance
|
||||
center = estimate_mesh_center(mesh["vertices"])
|
||||
distance = estimate_mesh_distance(mesh["vertices"], center)
|
||||
|
||||
# Create camera
|
||||
viewmat = create_orbit_camera(angle_x, current_angle_y, distance, center)
|
||||
K = create_intrinsic_matrix(fov, out_w, out_h)
|
||||
|
||||
# Render
|
||||
try:
|
||||
rendered = self._render_mesh(
|
||||
mesh, viewmat, out_w, out_h,
|
||||
background, render_mode, lighting_preset
|
||||
)
|
||||
rendered_frames.append(rendered.cpu())
|
||||
except Exception as e:
|
||||
logger.error(f"Render failed for frame {i}: {e}")
|
||||
blank = torch.zeros(out_h, out_w, 3, dtype=torch.float32)
|
||||
rendered_frames.append(blank)
|
||||
|
||||
# Clean up
|
||||
del mesh
|
||||
torch.cuda.empty_cache()
|
||||
|
||||
# Interpolate if needed
|
||||
pbar.update_absolute(total_steps - 1, total_steps, "Finalizing")
|
||||
|
||||
if interpolate_frames and frame_skip > 1:
|
||||
output = interpolate_missing_frames(rendered_frames, indices, total_frames)
|
||||
else:
|
||||
output = torch.stack(rendered_frames)
|
||||
|
||||
# Apply onion skinning
|
||||
if enable_onion_skin:
|
||||
from ..effects.onion_skin import apply_onion_skinning, OnionSkinConfig
|
||||
config = OnionSkinConfig(
|
||||
ghost_count=3,
|
||||
frame_interval=onion_skin_interval,
|
||||
ghost_opacity=0.3,
|
||||
opacity_falloff="linear",
|
||||
color_mode="tinted",
|
||||
past_tint=(0.0, 0.4, 1.0),
|
||||
future_tint=(1.0, 0.4, 0.0),
|
||||
)
|
||||
output = apply_onion_skinning(output, config)
|
||||
|
||||
pbar.update_absolute(total_steps, total_steps, "Complete")
|
||||
|
||||
logger.info(
|
||||
f"Trellis2VideoAngleShift: Completed {output.shape[0]} frames "
|
||||
f"at {out_w}x{out_h}"
|
||||
)
|
||||
|
||||
return (output,)
|
||||
|
||||
def _convert_mesh(self, mesh_output) -> Dict[str, torch.Tensor]:
|
||||
"""Convert TRELLIS mesh to dict format."""
|
||||
mesh = {}
|
||||
|
||||
if hasattr(mesh_output, 'v_pos'):
|
||||
mesh["vertices"] = mesh_output.v_pos.to(self.device)
|
||||
elif hasattr(mesh_output, 'vertices'):
|
||||
mesh["vertices"] = torch.tensor(
|
||||
mesh_output.vertices, dtype=torch.float32, device=self.device
|
||||
)
|
||||
|
||||
if hasattr(mesh_output, 't_pos_idx'):
|
||||
mesh["faces"] = mesh_output.t_pos_idx.to(self.device)
|
||||
elif hasattr(mesh_output, 'faces'):
|
||||
mesh["faces"] = torch.tensor(
|
||||
mesh_output.faces, dtype=torch.int64, device=self.device
|
||||
)
|
||||
|
||||
if hasattr(mesh_output, 'v_nrm') and mesh_output.v_nrm is not None:
|
||||
mesh["normals"] = mesh_output.v_nrm.to(self.device)
|
||||
else:
|
||||
mesh["normals"] = self._compute_normals(mesh["vertices"], mesh["faces"])
|
||||
|
||||
mesh["colors"] = torch.ones(
|
||||
mesh["vertices"].shape[0], 3,
|
||||
dtype=torch.float32, device=self.device
|
||||
) * 0.8
|
||||
|
||||
return mesh
|
||||
|
||||
def _compute_normals(self, vertices, faces):
|
||||
"""Compute vertex normals."""
|
||||
v0 = vertices[faces[:, 0]]
|
||||
v1 = vertices[faces[:, 1]]
|
||||
v2 = vertices[faces[:, 2]]
|
||||
|
||||
face_normals = torch.cross(v1 - v0, v2 - v0)
|
||||
face_normals = face_normals / (torch.norm(face_normals, dim=1, keepdim=True) + 1e-8)
|
||||
|
||||
vertex_normals = torch.zeros_like(vertices)
|
||||
for j in range(3):
|
||||
vertex_normals.index_add_(0, faces[:, j], face_normals)
|
||||
|
||||
return vertex_normals / (torch.norm(vertex_normals, dim=1, keepdim=True) + 1e-8)
|
||||
|
||||
def _render_mesh(
|
||||
self,
|
||||
mesh: Dict[str, torch.Tensor],
|
||||
viewmat: np.ndarray,
|
||||
width: int,
|
||||
height: int,
|
||||
background: torch.Tensor,
|
||||
render_mode: str,
|
||||
lighting_preset: str,
|
||||
) -> torch.Tensor:
|
||||
"""Render mesh using nvdiffrast."""
|
||||
from ..utils.camera_utils import create_projection_matrix
|
||||
|
||||
vertices = mesh["vertices"]
|
||||
faces = mesh["faces"]
|
||||
normals = mesh["normals"]
|
||||
colors = mesh["colors"]
|
||||
|
||||
# Create MVP matrix
|
||||
proj = create_projection_matrix(60.0, width / height)
|
||||
mvp = torch.tensor(proj @ viewmat, dtype=torch.float32, device=self.device)
|
||||
viewmat_t = torch.tensor(viewmat, dtype=torch.float32, device=self.device)
|
||||
|
||||
# Transform vertices
|
||||
verts_homo = torch.cat([
|
||||
vertices,
|
||||
torch.ones(vertices.shape[0], 1, device=self.device)
|
||||
], dim=1)
|
||||
verts_clip = (mvp @ verts_homo.T).T
|
||||
|
||||
# Rasterize
|
||||
rast_out, _ = dr.rasterize(
|
||||
self._glctx, verts_clip.unsqueeze(0), faces.int(),
|
||||
resolution=[height, width]
|
||||
)
|
||||
|
||||
# Interpolate
|
||||
normals_interp, _ = dr.interpolate(
|
||||
normals.unsqueeze(0), rast_out, faces.int()
|
||||
)
|
||||
colors_interp, _ = dr.interpolate(
|
||||
colors.unsqueeze(0), rast_out, faces.int()
|
||||
)
|
||||
|
||||
# Simple lighting
|
||||
light_dir = torch.tensor([1, 1, 1], dtype=torch.float32, device=self.device)
|
||||
light_dir = light_dir / torch.norm(light_dir)
|
||||
|
||||
n = normals_interp[0]
|
||||
n = n / (torch.norm(n, dim=2, keepdim=True) + 1e-8)
|
||||
|
||||
ndotl = torch.sum(n * light_dir.view(1, 1, 3), dim=2, keepdim=True)
|
||||
ndotl = ndotl.clamp(0, 1)
|
||||
|
||||
lit_color = colors_interp[0] * (0.3 + 0.7 * ndotl)
|
||||
|
||||
# Cel shading
|
||||
if render_mode == "cel":
|
||||
levels = 4
|
||||
lit_color = torch.floor(lit_color * levels) / levels
|
||||
|
||||
# Apply background
|
||||
mask = (rast_out[0, :, :, 3:4] > 0).float()
|
||||
output = lit_color * mask + background.view(1, 1, 3) * (1 - mask)
|
||||
|
||||
return output.clamp(0, 1)
|
||||
|
||||
def _parse_color(self, color_str: str) -> list:
|
||||
"""Parse hex color."""
|
||||
color_str = color_str.lstrip("#")
|
||||
if len(color_str) == 6:
|
||||
r = int(color_str[0:2], 16) / 255.0
|
||||
g = int(color_str[2:4], 16) / 255.0
|
||||
b = int(color_str[4:6], 16) / 255.0
|
||||
return [r, g, b]
|
||||
return [0.0, 0.0, 0.0]
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"Trellis2VideoAngleShift": Trellis2VideoAngleShift,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"Trellis2VideoAngleShift": "TRELLIS2 Video Angle Shift",
|
||||
}
|
||||
@@ -0,0 +1,638 @@
|
||||
"""Mesh Renderer node - render 3D meshes from camera viewpoints."""
|
||||
|
||||
import logging
|
||||
from typing import Any, Dict, Tuple, Optional
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
from ..utils.camera_utils import (
|
||||
create_orbit_camera,
|
||||
create_intrinsic_matrix,
|
||||
create_projection_matrix,
|
||||
estimate_mesh_center,
|
||||
estimate_mesh_distance,
|
||||
)
|
||||
|
||||
# Check for nvdiffrast
|
||||
NVDIFFRAST_AVAILABLE = False
|
||||
try:
|
||||
import nvdiffrast.torch as dr
|
||||
NVDIFFRAST_AVAILABLE = True
|
||||
except ImportError:
|
||||
logger.warning(
|
||||
"nvdiffrast not available. Install with: "
|
||||
"pip install git+https://github.com/NVlabs/nvdiffrast.git"
|
||||
)
|
||||
|
||||
# Progress bar with fallback
|
||||
try:
|
||||
import comfy.utils
|
||||
COMFY_AVAILABLE = True
|
||||
except ImportError:
|
||||
COMFY_AVAILABLE = False
|
||||
|
||||
# Lighting presets
|
||||
LIGHTING_PRESETS = {
|
||||
"studio": {
|
||||
"ambient": 0.3,
|
||||
"lights": [
|
||||
{"direction": [1, 1, 1], "color": [1.0, 1.0, 1.0], "intensity": 0.6}, # Key
|
||||
{"direction": [-1, 0.5, 0.5], "color": [0.8, 0.9, 1.0], "intensity": 0.3}, # Fill
|
||||
{"direction": [0, 1, -1], "color": [1.0, 0.9, 0.8], "intensity": 0.2}, # Rim
|
||||
]
|
||||
},
|
||||
"outdoor": {
|
||||
"ambient": 0.4,
|
||||
"lights": [
|
||||
{"direction": [0.5, 1, 0.3], "color": [1.0, 0.95, 0.9], "intensity": 0.8}, # Sun
|
||||
{"direction": [0, -1, 0], "color": [0.6, 0.7, 1.0], "intensity": 0.2}, # Sky
|
||||
]
|
||||
},
|
||||
"dramatic": {
|
||||
"ambient": 0.1,
|
||||
"lights": [
|
||||
{"direction": [1, 0.5, 0], "color": [1.0, 0.9, 0.7], "intensity": 1.0},
|
||||
]
|
||||
},
|
||||
"flat": {
|
||||
"ambient": 0.8,
|
||||
"lights": [
|
||||
{"direction": [0, 0, 1], "color": [1.0, 1.0, 1.0], "intensity": 0.2},
|
||||
]
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
class MeshRenderer:
|
||||
"""
|
||||
Render a 3D mesh from a specified camera viewpoint.
|
||||
|
||||
Supports multiple rendering modes (PBR, wireframe, cel shading, etc.)
|
||||
and lighting presets.
|
||||
"""
|
||||
|
||||
_glctx = None # Class-level OpenGL context
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"mesh": ("TRELLIS_MESH", {
|
||||
"tooltip": "3D mesh from TRELLIS2"
|
||||
}),
|
||||
"camera_trajectory": ("CAMERA_TRAJECTORY", {
|
||||
"tooltip": "Camera parameters from CameraTrajectory node"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"output_width": ("INT", {
|
||||
"default": 1920,
|
||||
"min": 256,
|
||||
"max": 4096,
|
||||
"step": 64,
|
||||
"tooltip": "Output image width"
|
||||
}),
|
||||
"output_height": ("INT", {
|
||||
"default": 1080,
|
||||
"min": 256,
|
||||
"max": 4096,
|
||||
"step": 64,
|
||||
"tooltip": "Output image height"
|
||||
}),
|
||||
"render_mode": (["pbr", "wireframe", "cel", "normal", "depth"], {
|
||||
"default": "pbr",
|
||||
"tooltip": "Rendering style"
|
||||
}),
|
||||
"background_color": ("COLOR", {
|
||||
"default": "#000000",
|
||||
"tooltip": "Background color for rendered image"
|
||||
}),
|
||||
"lighting_preset": (["studio", "outdoor", "dramatic", "flat"], {
|
||||
"default": "studio",
|
||||
"tooltip": "Lighting configuration"
|
||||
}),
|
||||
"num_frames": ("INT", {
|
||||
"default": 1,
|
||||
"min": 1,
|
||||
"max": 300,
|
||||
"step": 1,
|
||||
"tooltip": "Number of frames to render (for animated trajectories)"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("IMAGE",)
|
||||
RETURN_NAMES = ("rendered_image",)
|
||||
FUNCTION = "render"
|
||||
CATEGORY = "TRELLIS2/Render"
|
||||
|
||||
def __init__(self):
|
||||
self.device = "cuda" if torch.cuda.is_available() else "cpu"
|
||||
|
||||
@classmethod
|
||||
def get_glctx(cls):
|
||||
"""Get or create OpenGL context (singleton)."""
|
||||
if cls._glctx is None and NVDIFFRAST_AVAILABLE:
|
||||
cls._glctx = dr.RasterizeCudaContext()
|
||||
return cls._glctx
|
||||
|
||||
def render(
|
||||
self,
|
||||
mesh: Dict[str, Any],
|
||||
camera_trajectory: Dict[str, Any],
|
||||
output_width: int = 1920,
|
||||
output_height: int = 1080,
|
||||
render_mode: str = "pbr",
|
||||
background_color: str = "#000000",
|
||||
lighting_preset: str = "studio",
|
||||
num_frames: int = 1,
|
||||
) -> Tuple[torch.Tensor]:
|
||||
"""
|
||||
Render mesh from camera viewpoint(s).
|
||||
|
||||
Args:
|
||||
mesh: Dictionary of mesh data from TRELLIS2
|
||||
camera_trajectory: Camera parameters
|
||||
output_width: Output image width
|
||||
output_height: Output image height
|
||||
render_mode: Rendering style
|
||||
background_color: Background hex color
|
||||
lighting_preset: Lighting configuration name
|
||||
num_frames: Number of frames to render
|
||||
|
||||
Returns:
|
||||
Rendered image tensor [N, H, W, 3]
|
||||
"""
|
||||
if not NVDIFFRAST_AVAILABLE:
|
||||
raise RuntimeError(
|
||||
"MeshRenderer: nvdiffrast is not available. "
|
||||
"Install with: pip install git+https://github.com/NVlabs/nvdiffrast.git"
|
||||
)
|
||||
|
||||
if not torch.cuda.is_available():
|
||||
raise RuntimeError(
|
||||
"MeshRenderer: CUDA is required for nvdiffrast rendering."
|
||||
)
|
||||
|
||||
# Parse background color
|
||||
bg_color = self._parse_color(background_color)
|
||||
background = torch.tensor(bg_color, dtype=torch.float32, device=self.device)
|
||||
|
||||
# Get mesh data
|
||||
vertices = mesh["vertices"].to(self.device)
|
||||
faces = mesh["faces"].to(self.device)
|
||||
|
||||
# Get or compute normals
|
||||
if "normals" in mesh:
|
||||
normals = mesh["normals"].to(self.device)
|
||||
else:
|
||||
normals = self._compute_normals(vertices, faces)
|
||||
|
||||
# Get colors/textures
|
||||
if "colors" in mesh:
|
||||
colors = mesh["colors"].to(self.device)
|
||||
else:
|
||||
colors = torch.ones(vertices.shape[0], 3, dtype=torch.float32, device=self.device)
|
||||
|
||||
# Estimate scene center and distance if not in mesh data
|
||||
center = camera_trajectory.get("center", (0.0, 0.0, 0.0))
|
||||
if center == (0.0, 0.0, 0.0) and "auto_center" not in mesh:
|
||||
center = estimate_mesh_center(vertices)
|
||||
mesh["auto_center"] = center
|
||||
|
||||
base_distance = camera_trajectory.get("distance", 2.5)
|
||||
if base_distance == 2.5:
|
||||
auto_dist = estimate_mesh_distance(vertices, center)
|
||||
if auto_dist > 0:
|
||||
base_distance = auto_dist
|
||||
|
||||
# Create camera matrices
|
||||
cameras = self._create_cameras(
|
||||
camera_trajectory, num_frames, output_width, output_height,
|
||||
center, base_distance
|
||||
)
|
||||
|
||||
# Get lighting
|
||||
lighting = LIGHTING_PRESETS.get(lighting_preset, LIGHTING_PRESETS["studio"])
|
||||
|
||||
# Render each frame
|
||||
rendered_frames = []
|
||||
glctx = self.get_glctx()
|
||||
|
||||
if COMFY_AVAILABLE:
|
||||
pbar = comfy.utils.ProgressBar(num_frames)
|
||||
|
||||
for i, (mvp, viewmat, K) in enumerate(cameras):
|
||||
if render_mode == "pbr":
|
||||
rendered = self._render_pbr(
|
||||
glctx, vertices, faces, normals, colors,
|
||||
mvp, viewmat, output_width, output_height,
|
||||
background, lighting, mesh.get("textures")
|
||||
)
|
||||
elif render_mode == "wireframe":
|
||||
rendered = self._render_wireframe(
|
||||
glctx, vertices, faces, mvp,
|
||||
output_width, output_height, background
|
||||
)
|
||||
elif render_mode == "cel":
|
||||
rendered = self._render_cel(
|
||||
glctx, vertices, faces, normals, colors,
|
||||
mvp, viewmat, output_width, output_height,
|
||||
background, lighting
|
||||
)
|
||||
elif render_mode == "normal":
|
||||
rendered = self._render_normal(
|
||||
glctx, vertices, faces, normals,
|
||||
mvp, output_width, output_height, background
|
||||
)
|
||||
elif render_mode == "depth":
|
||||
rendered = self._render_depth(
|
||||
glctx, vertices, faces, mvp,
|
||||
output_width, output_height, background
|
||||
)
|
||||
else:
|
||||
rendered = self._render_pbr(
|
||||
glctx, vertices, faces, normals, colors,
|
||||
mvp, viewmat, output_width, output_height,
|
||||
background, lighting, mesh.get("textures")
|
||||
)
|
||||
|
||||
rendered_frames.append(rendered.cpu())
|
||||
|
||||
if COMFY_AVAILABLE:
|
||||
pbar.update(1)
|
||||
|
||||
# Stack frames
|
||||
output = torch.stack(rendered_frames)
|
||||
|
||||
logger.info(
|
||||
f"MeshRenderer: Rendered {num_frames} frame(s) at {output_width}x{output_height} "
|
||||
f"mode={render_mode}"
|
||||
)
|
||||
|
||||
return (output,)
|
||||
|
||||
def _create_cameras(
|
||||
self,
|
||||
camera_trajectory: Dict[str, Any],
|
||||
num_frames: int,
|
||||
width: int,
|
||||
height: int,
|
||||
center: tuple,
|
||||
distance: float,
|
||||
) -> list:
|
||||
"""Create camera matrices for each frame."""
|
||||
from ..utils.camera_utils import create_camera_trajectory
|
||||
|
||||
trajectory_type = camera_trajectory.get("trajectory_type", "static")
|
||||
angle_x = camera_trajectory.get("angle_x", 0.0)
|
||||
angle_y = camera_trajectory.get("angle_y", 0.0)
|
||||
fov = camera_trajectory.get("fov", 60.0)
|
||||
animate = camera_trajectory.get("animate", False)
|
||||
animation_range = camera_trajectory.get("animation_range", 30.0)
|
||||
animation_axis = camera_trajectory.get("animation_axis", "y")
|
||||
|
||||
# Handle multi-angle trajectory
|
||||
if trajectory_type == "multi_angle":
|
||||
angles_y = camera_trajectory.get("angles_y", [0.0])
|
||||
cameras = []
|
||||
for ay in angles_y:
|
||||
viewmat = create_orbit_camera(angle_x, ay, distance, center)
|
||||
K = create_intrinsic_matrix(fov, width, height)
|
||||
proj = create_projection_matrix(fov, width / height)
|
||||
mvp = proj @ viewmat
|
||||
cameras.append((
|
||||
torch.tensor(mvp, dtype=torch.float32, device=self.device),
|
||||
torch.tensor(viewmat, dtype=torch.float32, device=self.device),
|
||||
torch.tensor(K, dtype=torch.float32, device=self.device)
|
||||
))
|
||||
return cameras
|
||||
|
||||
# Create trajectory
|
||||
viewmats = create_camera_trajectory(
|
||||
trajectory_type, angle_x, angle_y, distance, center,
|
||||
num_frames, animate, animation_range, animation_axis
|
||||
)
|
||||
|
||||
cameras = []
|
||||
for viewmat in viewmats:
|
||||
K = create_intrinsic_matrix(fov, width, height)
|
||||
proj = create_projection_matrix(fov, width / height)
|
||||
mvp = proj @ viewmat
|
||||
cameras.append((
|
||||
torch.tensor(mvp, dtype=torch.float32, device=self.device),
|
||||
torch.tensor(viewmat, dtype=torch.float32, device=self.device),
|
||||
torch.tensor(K, dtype=torch.float32, device=self.device)
|
||||
))
|
||||
|
||||
return cameras
|
||||
|
||||
def _render_pbr(
|
||||
self,
|
||||
glctx,
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor,
|
||||
normals: torch.Tensor,
|
||||
colors: torch.Tensor,
|
||||
mvp: torch.Tensor,
|
||||
viewmat: torch.Tensor,
|
||||
width: int,
|
||||
height: int,
|
||||
background: torch.Tensor,
|
||||
lighting: dict,
|
||||
textures: Optional[dict] = None,
|
||||
) -> torch.Tensor:
|
||||
"""Render with PBR lighting."""
|
||||
# Transform vertices to clip space
|
||||
verts_homo = torch.cat([
|
||||
vertices,
|
||||
torch.ones(vertices.shape[0], 1, device=vertices.device)
|
||||
], dim=1)
|
||||
verts_clip = (mvp @ verts_homo.T).T
|
||||
|
||||
# Rasterize
|
||||
rast_out, _ = dr.rasterize(
|
||||
glctx, verts_clip.unsqueeze(0), faces.int(),
|
||||
resolution=[height, width]
|
||||
)
|
||||
|
||||
# Interpolate attributes
|
||||
normals_interp, _ = dr.interpolate(
|
||||
normals.unsqueeze(0), rast_out, faces.int()
|
||||
)
|
||||
colors_interp, _ = dr.interpolate(
|
||||
colors.unsqueeze(0), rast_out, faces.int()
|
||||
)
|
||||
|
||||
# Apply lighting
|
||||
lit_color = self._apply_lighting(
|
||||
colors_interp[0], normals_interp[0], viewmat, lighting
|
||||
)
|
||||
|
||||
# Apply background
|
||||
mask = (rast_out[0, :, :, 3:4] > 0).float()
|
||||
output = lit_color * mask + background.view(1, 1, 3) * (1 - mask)
|
||||
|
||||
return output.clamp(0, 1)
|
||||
|
||||
def _render_wireframe(
|
||||
self,
|
||||
glctx,
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor,
|
||||
mvp: torch.Tensor,
|
||||
width: int,
|
||||
height: int,
|
||||
background: torch.Tensor,
|
||||
) -> torch.Tensor:
|
||||
"""Render wireframe view."""
|
||||
# Transform vertices
|
||||
verts_homo = torch.cat([
|
||||
vertices,
|
||||
torch.ones(vertices.shape[0], 1, device=vertices.device)
|
||||
], dim=1)
|
||||
verts_clip = (mvp @ verts_homo.T).T
|
||||
|
||||
# Rasterize with edge detection
|
||||
rast_out, _ = dr.rasterize(
|
||||
glctx, verts_clip.unsqueeze(0), faces.int(),
|
||||
resolution=[height, width]
|
||||
)
|
||||
|
||||
# Get barycentric coordinates
|
||||
mask = (rast_out[0, :, :, 3:4] > 0).float()
|
||||
|
||||
# Simple wireframe: detect triangle edges
|
||||
bary = rast_out[0, :, :, :2]
|
||||
edge_w = 0.02
|
||||
edges = torch.min(bary, 1.0 - bary[:, :, 0:1] - bary[:, :, 1:2])
|
||||
edges = torch.min(edges, dim=2, keepdim=True).values
|
||||
wire = (edges < edge_w).float()
|
||||
|
||||
# White wireframe on background
|
||||
wire_color = torch.tensor([1.0, 1.0, 1.0], device=vertices.device).view(1, 1, 3)
|
||||
output = wire * wire_color * mask + background.view(1, 1, 3) * (1 - mask)
|
||||
|
||||
return output.clamp(0, 1)
|
||||
|
||||
def _render_cel(
|
||||
self,
|
||||
glctx,
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor,
|
||||
normals: torch.Tensor,
|
||||
colors: torch.Tensor,
|
||||
mvp: torch.Tensor,
|
||||
viewmat: torch.Tensor,
|
||||
width: int,
|
||||
height: int,
|
||||
background: torch.Tensor,
|
||||
lighting: dict,
|
||||
levels: int = 4,
|
||||
) -> torch.Tensor:
|
||||
"""Render with cel/toon shading."""
|
||||
# Transform vertices
|
||||
verts_homo = torch.cat([
|
||||
vertices,
|
||||
torch.ones(vertices.shape[0], 1, device=vertices.device)
|
||||
], dim=1)
|
||||
verts_clip = (mvp @ verts_homo.T).T
|
||||
|
||||
# Rasterize
|
||||
rast_out, _ = dr.rasterize(
|
||||
glctx, verts_clip.unsqueeze(0), faces.int(),
|
||||
resolution=[height, width]
|
||||
)
|
||||
|
||||
# Interpolate
|
||||
normals_interp, _ = dr.interpolate(
|
||||
normals.unsqueeze(0), rast_out, faces.int()
|
||||
)
|
||||
colors_interp, _ = dr.interpolate(
|
||||
colors.unsqueeze(0), rast_out, faces.int()
|
||||
)
|
||||
|
||||
# Compute lighting intensity
|
||||
light_dir = torch.tensor(
|
||||
lighting["lights"][0]["direction"],
|
||||
dtype=torch.float32,
|
||||
device=vertices.device
|
||||
)
|
||||
light_dir = light_dir / (torch.norm(light_dir) + 1e-8)
|
||||
|
||||
n = normals_interp[0]
|
||||
n = n / (torch.norm(n, dim=2, keepdim=True) + 1e-8)
|
||||
|
||||
intensity = torch.sum(n * light_dir.view(1, 1, 3), dim=2, keepdim=True)
|
||||
intensity = intensity.clamp(0, 1)
|
||||
|
||||
# Quantize to levels (cel shading)
|
||||
intensity = torch.floor(intensity * levels) / levels
|
||||
intensity = intensity * 0.7 + 0.3 # Add ambient
|
||||
|
||||
# Apply to colors
|
||||
cel_color = colors_interp[0] * intensity
|
||||
|
||||
# Apply background
|
||||
mask = (rast_out[0, :, :, 3:4] > 0).float()
|
||||
output = cel_color * mask + background.view(1, 1, 3) * (1 - mask)
|
||||
|
||||
return output.clamp(0, 1)
|
||||
|
||||
def _render_normal(
|
||||
self,
|
||||
glctx,
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor,
|
||||
normals: torch.Tensor,
|
||||
mvp: torch.Tensor,
|
||||
width: int,
|
||||
height: int,
|
||||
background: torch.Tensor,
|
||||
) -> torch.Tensor:
|
||||
"""Render normal map view."""
|
||||
verts_homo = torch.cat([
|
||||
vertices,
|
||||
torch.ones(vertices.shape[0], 1, device=vertices.device)
|
||||
], dim=1)
|
||||
verts_clip = (mvp @ verts_homo.T).T
|
||||
|
||||
rast_out, _ = dr.rasterize(
|
||||
glctx, verts_clip.unsqueeze(0), faces.int(),
|
||||
resolution=[height, width]
|
||||
)
|
||||
|
||||
normals_interp, _ = dr.interpolate(
|
||||
normals.unsqueeze(0), rast_out, faces.int()
|
||||
)
|
||||
|
||||
# Convert normals to color ([-1,1] -> [0,1])
|
||||
normal_color = (normals_interp[0] + 1.0) * 0.5
|
||||
|
||||
mask = (rast_out[0, :, :, 3:4] > 0).float()
|
||||
output = normal_color * mask + background.view(1, 1, 3) * (1 - mask)
|
||||
|
||||
return output.clamp(0, 1)
|
||||
|
||||
def _render_depth(
|
||||
self,
|
||||
glctx,
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor,
|
||||
mvp: torch.Tensor,
|
||||
width: int,
|
||||
height: int,
|
||||
background: torch.Tensor,
|
||||
) -> torch.Tensor:
|
||||
"""Render depth map."""
|
||||
verts_homo = torch.cat([
|
||||
vertices,
|
||||
torch.ones(vertices.shape[0], 1, device=vertices.device)
|
||||
], dim=1)
|
||||
verts_clip = (mvp @ verts_homo.T).T
|
||||
|
||||
rast_out, _ = dr.rasterize(
|
||||
glctx, verts_clip.unsqueeze(0), faces.int(),
|
||||
resolution=[height, width]
|
||||
)
|
||||
|
||||
# Get depth from clip-space z
|
||||
depth = rast_out[0, :, :, 2:3]
|
||||
|
||||
# Normalize depth to [0, 1]
|
||||
mask = (rast_out[0, :, :, 3:4] > 0).float()
|
||||
depth_valid = depth * mask
|
||||
if depth_valid.max() > depth_valid.min():
|
||||
depth_norm = (depth - depth_valid.min()) / (depth_valid.max() - depth_valid.min() + 1e-8)
|
||||
else:
|
||||
depth_norm = torch.zeros_like(depth)
|
||||
|
||||
# Convert to grayscale RGB
|
||||
depth_color = depth_norm.repeat(1, 1, 3)
|
||||
output = depth_color * mask + background.view(1, 1, 3) * (1 - mask)
|
||||
|
||||
return output.clamp(0, 1)
|
||||
|
||||
def _apply_lighting(
|
||||
self,
|
||||
colors: torch.Tensor,
|
||||
normals: torch.Tensor,
|
||||
viewmat: torch.Tensor,
|
||||
lighting: dict,
|
||||
) -> torch.Tensor:
|
||||
"""Apply lighting to colors."""
|
||||
# Normalize normals
|
||||
n = normals / (torch.norm(normals, dim=2, keepdim=True) + 1e-8)
|
||||
|
||||
# Start with ambient
|
||||
lit = colors * lighting["ambient"]
|
||||
|
||||
# Add directional lights
|
||||
for light in lighting["lights"]:
|
||||
light_dir = torch.tensor(
|
||||
light["direction"],
|
||||
dtype=torch.float32,
|
||||
device=colors.device
|
||||
)
|
||||
light_dir = light_dir / (torch.norm(light_dir) + 1e-8)
|
||||
|
||||
light_color = torch.tensor(
|
||||
light["color"],
|
||||
dtype=torch.float32,
|
||||
device=colors.device
|
||||
)
|
||||
|
||||
# Diffuse lighting
|
||||
ndotl = torch.sum(n * light_dir.view(1, 1, 3), dim=2, keepdim=True)
|
||||
ndotl = ndotl.clamp(0, 1)
|
||||
|
||||
lit = lit + colors * light_color.view(1, 1, 3) * ndotl * light["intensity"]
|
||||
|
||||
return lit
|
||||
|
||||
def _compute_normals(
|
||||
self,
|
||||
vertices: torch.Tensor,
|
||||
faces: torch.Tensor
|
||||
) -> torch.Tensor:
|
||||
"""Compute vertex normals from faces."""
|
||||
v0 = vertices[faces[:, 0]]
|
||||
v1 = vertices[faces[:, 1]]
|
||||
v2 = vertices[faces[:, 2]]
|
||||
|
||||
# Face normals
|
||||
face_normals = torch.cross(v1 - v0, v2 - v0)
|
||||
face_normals = face_normals / (torch.norm(face_normals, dim=1, keepdim=True) + 1e-8)
|
||||
|
||||
# Accumulate to vertex normals
|
||||
vertex_normals = torch.zeros_like(vertices)
|
||||
for i in range(3):
|
||||
vertex_normals.index_add_(0, faces[:, i], face_normals)
|
||||
|
||||
# Normalize
|
||||
vertex_normals = vertex_normals / (torch.norm(vertex_normals, dim=1, keepdim=True) + 1e-8)
|
||||
|
||||
return vertex_normals
|
||||
|
||||
def _parse_color(self, color_str: str) -> list:
|
||||
"""Parse hex color to RGB floats."""
|
||||
color_str = color_str.lstrip("#")
|
||||
if len(color_str) == 6:
|
||||
r = int(color_str[0:2], 16) / 255.0
|
||||
g = int(color_str[2:4], 16) / 255.0
|
||||
b = int(color_str[4:6], 16) / 255.0
|
||||
return [r, g, b]
|
||||
return [0.0, 0.0, 0.0]
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"MeshRenderer": MeshRenderer,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"MeshRenderer": "Mesh Renderer (3D to Image)",
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
"""Mesh Sequence Renderer node - render video sequence with consistent camera."""
|
||||
|
||||
import logging
|
||||
from typing import Any, Dict, Tuple
|
||||
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
from ..utils.camera_utils import (
|
||||
create_orbit_camera,
|
||||
create_intrinsic_matrix,
|
||||
create_projection_matrix,
|
||||
estimate_mesh_center,
|
||||
estimate_mesh_distance,
|
||||
)
|
||||
|
||||
# Progress bar
|
||||
try:
|
||||
import comfy.utils
|
||||
COMFY_AVAILABLE = True
|
||||
except ImportError:
|
||||
COMFY_AVAILABLE = False
|
||||
|
||||
|
||||
class MeshSequenceRenderer:
|
||||
"""
|
||||
Render a sequence of meshes from a consistent camera angle.
|
||||
|
||||
Designed to work with VideoToMeshes output, rendering each frame's
|
||||
mesh from the same camera angle for video output.
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"mesh_sequence": ("TRELLIS_MESH_SEQUENCE", {
|
||||
"tooltip": "Sequence of meshes from VideoToMeshes"
|
||||
}),
|
||||
"camera_trajectory": ("CAMERA_TRAJECTORY", {
|
||||
"tooltip": "Camera parameters from CameraTrajectory node"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"output_width": ("INT", {
|
||||
"default": 1920,
|
||||
"min": 256,
|
||||
"max": 4096,
|
||||
"step": 64,
|
||||
"tooltip": "Output image width"
|
||||
}),
|
||||
"output_height": ("INT", {
|
||||
"default": 1080,
|
||||
"min": 256,
|
||||
"max": 4096,
|
||||
"step": 64,
|
||||
"tooltip": "Output image height"
|
||||
}),
|
||||
"render_mode": (["pbr", "wireframe", "cel", "normal", "depth"], {
|
||||
"default": "pbr",
|
||||
"tooltip": "Rendering style"
|
||||
}),
|
||||
"background_color": ("COLOR", {
|
||||
"default": "#000000",
|
||||
"tooltip": "Background color"
|
||||
}),
|
||||
"lighting_preset": (["studio", "outdoor", "dramatic", "flat"], {
|
||||
"default": "studio",
|
||||
"tooltip": "Lighting configuration"
|
||||
}),
|
||||
"enable_onion_skin": ("BOOLEAN", {
|
||||
"default": False,
|
||||
"tooltip": "Enable onion skinning effect during rendering"
|
||||
}),
|
||||
"onion_skin_frames": ("INT", {
|
||||
"default": 3,
|
||||
"min": 1,
|
||||
"max": 10,
|
||||
"step": 1,
|
||||
"tooltip": "Number of ghost frames"
|
||||
}),
|
||||
"onion_skin_interval": ("INT", {
|
||||
"default": 5,
|
||||
"min": 1,
|
||||
"max": 30,
|
||||
"step": 1,
|
||||
"tooltip": "Frames between ghosts"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("IMAGE",)
|
||||
RETURN_NAMES = ("rendered_video",)
|
||||
FUNCTION = "render_sequence"
|
||||
CATEGORY = "TRELLIS2/Render"
|
||||
|
||||
def __init__(self):
|
||||
self.device = "cuda" if torch.cuda.is_available() else "cpu"
|
||||
|
||||
def render_sequence(
|
||||
self,
|
||||
mesh_sequence: Dict[str, Any],
|
||||
camera_trajectory: Dict[str, Any],
|
||||
output_width: int = 1920,
|
||||
output_height: int = 1080,
|
||||
render_mode: str = "pbr",
|
||||
background_color: str = "#000000",
|
||||
lighting_preset: str = "studio",
|
||||
enable_onion_skin: bool = False,
|
||||
onion_skin_frames: int = 3,
|
||||
onion_skin_interval: int = 5,
|
||||
) -> Tuple[torch.Tensor]:
|
||||
"""
|
||||
Render a sequence of meshes.
|
||||
|
||||
Args:
|
||||
mesh_sequence: Dictionary with meshes list and frame indices
|
||||
camera_trajectory: Camera parameters
|
||||
output_width: Output width
|
||||
output_height: Output height
|
||||
render_mode: Rendering style
|
||||
background_color: Background hex color
|
||||
lighting_preset: Lighting preset name
|
||||
enable_onion_skin: Whether to apply onion skinning
|
||||
onion_skin_frames: Number of ghost frames
|
||||
onion_skin_interval: Frames between ghosts
|
||||
|
||||
Returns:
|
||||
Rendered video tensor [N, H, W, 3]
|
||||
"""
|
||||
from .mesh_renderer import MeshRenderer
|
||||
|
||||
meshes_list = mesh_sequence.get("meshes", [])
|
||||
frame_indices = mesh_sequence.get("frame_indices", [])
|
||||
total_frames = mesh_sequence.get("total_frames", len(meshes_list))
|
||||
|
||||
if not meshes_list:
|
||||
raise ValueError("MeshSequenceRenderer: Empty mesh sequence")
|
||||
|
||||
# Create renderer instance
|
||||
renderer = MeshRenderer()
|
||||
|
||||
# Extract camera parameters
|
||||
trajectory_type = camera_trajectory.get("trajectory_type", "static")
|
||||
angle_x = camera_trajectory.get("angle_x", 0.0)
|
||||
angle_y = camera_trajectory.get("angle_y", 0.0)
|
||||
distance = camera_trajectory.get("distance", 2.5)
|
||||
center = camera_trajectory.get("center", (0.0, 0.0, 0.0))
|
||||
fov = camera_trajectory.get("fov", 60.0)
|
||||
animate = camera_trajectory.get("animate", False)
|
||||
animation_range = camera_trajectory.get("animation_range", 30.0)
|
||||
animation_axis = camera_trajectory.get("animation_axis", "y")
|
||||
|
||||
logger.info(
|
||||
f"MeshSequenceRenderer: Rendering {len(meshes_list)} meshes, "
|
||||
f"camera: type={trajectory_type}, angles=({angle_x}, {angle_y})"
|
||||
)
|
||||
|
||||
rendered_frames = []
|
||||
|
||||
if COMFY_AVAILABLE:
|
||||
pbar = comfy.utils.ProgressBar(len(meshes_list))
|
||||
|
||||
for i, (idx, mesh) in enumerate(zip(frame_indices, meshes_list)):
|
||||
# Compute per-frame camera angles if animating
|
||||
if animate and total_frames > 1:
|
||||
t = idx / max(total_frames - 1, 1)
|
||||
|
||||
if trajectory_type == "orbit":
|
||||
if animation_axis == "y":
|
||||
current_angle_y = angle_y + (t - 0.5) * animation_range
|
||||
current_angle_x = angle_x
|
||||
else:
|
||||
current_angle_x = angle_x + (t - 0.5) * animation_range
|
||||
current_angle_y = angle_y
|
||||
current_distance = distance
|
||||
current_center = center
|
||||
elif trajectory_type == "dolly":
|
||||
current_angle_x = angle_x
|
||||
current_angle_y = angle_y
|
||||
current_distance = max(0.5, distance + (t - 0.5) * animation_range)
|
||||
current_center = center
|
||||
elif trajectory_type == "pan":
|
||||
pan_offset = (t - 0.5) * animation_range * 0.1
|
||||
current_angle_x = angle_x
|
||||
current_angle_y = angle_y
|
||||
current_distance = distance
|
||||
current_center = (center[0] + pan_offset, center[1], center[2])
|
||||
else:
|
||||
current_angle_x = angle_x
|
||||
current_angle_y = angle_y
|
||||
current_distance = distance
|
||||
current_center = center
|
||||
else:
|
||||
current_angle_x = angle_x
|
||||
current_angle_y = angle_y
|
||||
current_distance = distance
|
||||
current_center = center
|
||||
|
||||
# Auto-compute center/distance from mesh if needed
|
||||
if current_center == (0.0, 0.0, 0.0):
|
||||
current_center = estimate_mesh_center(mesh["vertices"])
|
||||
if current_distance == 2.5:
|
||||
auto_dist = estimate_mesh_distance(mesh["vertices"], current_center)
|
||||
if auto_dist > 0:
|
||||
current_distance = auto_dist
|
||||
|
||||
# Create frame-specific camera trajectory
|
||||
frame_trajectory = {
|
||||
"trajectory_type": "static",
|
||||
"angle_x": current_angle_x,
|
||||
"angle_y": current_angle_y,
|
||||
"distance": current_distance,
|
||||
"center": current_center,
|
||||
"fov": fov,
|
||||
"animate": False,
|
||||
}
|
||||
|
||||
# Render single frame
|
||||
(rendered,) = renderer.render(
|
||||
mesh=mesh,
|
||||
camera_trajectory=frame_trajectory,
|
||||
output_width=output_width,
|
||||
output_height=output_height,
|
||||
render_mode=render_mode,
|
||||
background_color=background_color,
|
||||
lighting_preset=lighting_preset,
|
||||
num_frames=1,
|
||||
)
|
||||
|
||||
rendered_frames.append(rendered[0])
|
||||
|
||||
if COMFY_AVAILABLE:
|
||||
pbar.update(1)
|
||||
|
||||
# Stack into batch
|
||||
output = torch.stack(rendered_frames)
|
||||
|
||||
# Apply onion skinning if enabled
|
||||
if enable_onion_skin:
|
||||
from ..effects.onion_skin import apply_onion_skinning, OnionSkinConfig
|
||||
|
||||
config = OnionSkinConfig(
|
||||
ghost_count=onion_skin_frames,
|
||||
frame_interval=onion_skin_interval,
|
||||
ghost_opacity=0.3,
|
||||
opacity_falloff="linear",
|
||||
color_mode="tinted",
|
||||
past_tint=(0.0, 0.4, 1.0), # Blue
|
||||
future_tint=(1.0, 0.4, 0.0), # Orange
|
||||
)
|
||||
|
||||
output = apply_onion_skinning(output, config)
|
||||
|
||||
logger.info(
|
||||
f"MeshSequenceRenderer: Rendered {len(meshes_list)} frames "
|
||||
f"at {output_width}x{output_height}"
|
||||
)
|
||||
|
||||
return (output,)
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"MeshSequenceRenderer": MeshSequenceRenderer,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"MeshSequenceRenderer": "Mesh Sequence Renderer",
|
||||
}
|
||||
@@ -0,0 +1,165 @@
|
||||
"""Onion Skinning node - add motion ghosting effect to rendered frames."""
|
||||
|
||||
import logging
|
||||
from typing import Any, Dict, Tuple
|
||||
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
from ..effects.onion_skin import apply_onion_skinning, OnionSkinConfig
|
||||
|
||||
|
||||
class OnionSkinning:
|
||||
"""
|
||||
Add motion ghosting effect to rendered video frames.
|
||||
|
||||
Creates a visual trail showing previous (and optionally future) frames
|
||||
as transparent overlays, commonly used in animation to visualize motion.
|
||||
|
||||
Parameters allow control over:
|
||||
- Number of ghost frames
|
||||
- Frame interval between ghosts (every 5 frames, 10 frames, etc.)
|
||||
- Ghost opacity and falloff
|
||||
- Color tinting for past/future ghosts
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"images": ("IMAGE", {
|
||||
"tooltip": "Rendered video frames [N, H, W, C]"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"ghost_count": ("INT", {
|
||||
"default": 3,
|
||||
"min": 1,
|
||||
"max": 10,
|
||||
"step": 1,
|
||||
"tooltip": "Number of ghost frames to show"
|
||||
}),
|
||||
"frame_interval": ("INT", {
|
||||
"default": 5,
|
||||
"min": 1,
|
||||
"max": 30,
|
||||
"step": 1,
|
||||
"tooltip": "Frames between each ghost (5 = every 5th frame)"
|
||||
}),
|
||||
"ghost_opacity": ("FLOAT", {
|
||||
"default": 0.3,
|
||||
"min": 0.05,
|
||||
"max": 0.8,
|
||||
"step": 0.05,
|
||||
"tooltip": "Base opacity of ghost frames"
|
||||
}),
|
||||
"opacity_falloff": (["linear", "exponential", "constant"], {
|
||||
"default": "linear",
|
||||
"tooltip": "How opacity decreases with distance"
|
||||
}),
|
||||
"ghost_color_mode": (["original", "tinted", "silhouette"], {
|
||||
"default": "tinted",
|
||||
"tooltip": "Color treatment for ghosts"
|
||||
}),
|
||||
"past_tint": ("COLOR", {
|
||||
"default": "#0066FF",
|
||||
"tooltip": "Tint color for past frames (blue)"
|
||||
}),
|
||||
"future_tint": ("COLOR", {
|
||||
"default": "#FF6600",
|
||||
"tooltip": "Tint color for future frames (orange)"
|
||||
}),
|
||||
"include_future": ("BOOLEAN", {
|
||||
"default": False,
|
||||
"tooltip": "Include future frames as well as past"
|
||||
}),
|
||||
"blend_mode": (["over", "add", "screen"], {
|
||||
"default": "over",
|
||||
"tooltip": "How ghosts blend with current frame"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("IMAGE",)
|
||||
RETURN_NAMES = ("onion_skinned",)
|
||||
FUNCTION = "apply"
|
||||
CATEGORY = "TRELLIS2/Effects"
|
||||
|
||||
def apply(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
ghost_count: int = 3,
|
||||
frame_interval: int = 5,
|
||||
ghost_opacity: float = 0.3,
|
||||
opacity_falloff: str = "linear",
|
||||
ghost_color_mode: str = "tinted",
|
||||
past_tint: str = "#0066FF",
|
||||
future_tint: str = "#FF6600",
|
||||
include_future: bool = False,
|
||||
blend_mode: str = "over",
|
||||
) -> Tuple[torch.Tensor]:
|
||||
"""
|
||||
Apply onion skinning effect to video frames.
|
||||
|
||||
Args:
|
||||
images: Video frames [N, H, W, C]
|
||||
ghost_count: Number of ghost frames
|
||||
frame_interval: Frames between ghosts
|
||||
ghost_opacity: Base ghost opacity
|
||||
opacity_falloff: Opacity falloff type
|
||||
ghost_color_mode: Color treatment
|
||||
past_tint: Hex color for past frames
|
||||
future_tint: Hex color for future frames
|
||||
include_future: Include future frames
|
||||
blend_mode: Blend mode for compositing
|
||||
|
||||
Returns:
|
||||
Video tensor with onion skinning applied
|
||||
"""
|
||||
# Parse colors
|
||||
past_rgb = self._parse_color(past_tint)
|
||||
future_rgb = self._parse_color(future_tint)
|
||||
|
||||
# Create config
|
||||
config = OnionSkinConfig(
|
||||
ghost_count=ghost_count,
|
||||
frame_interval=frame_interval,
|
||||
ghost_opacity=ghost_opacity,
|
||||
opacity_falloff=opacity_falloff,
|
||||
color_mode=ghost_color_mode,
|
||||
past_tint=past_rgb,
|
||||
future_tint=future_rgb,
|
||||
include_future=include_future,
|
||||
blend_mode=blend_mode,
|
||||
)
|
||||
|
||||
# Apply effect
|
||||
output = apply_onion_skinning(images, config)
|
||||
|
||||
logger.info(
|
||||
f"OnionSkinning: Applied {ghost_count} ghosts at interval {frame_interval} "
|
||||
f"to {images.shape[0]} frames"
|
||||
)
|
||||
|
||||
return (output,)
|
||||
|
||||
def _parse_color(self, color_str: str) -> Tuple[float, float, float]:
|
||||
"""Parse hex color to RGB floats."""
|
||||
color_str = color_str.lstrip("#")
|
||||
if len(color_str) == 6:
|
||||
r = int(color_str[0:2], 16) / 255.0
|
||||
g = int(color_str[2:4], 16) / 255.0
|
||||
b = int(color_str[4:6], 16) / 255.0
|
||||
return (r, g, b)
|
||||
return (0.0, 0.0, 0.0)
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"OnionSkinning": OnionSkinning,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"OnionSkinning": "Onion Skinning (Motion Ghosts)",
|
||||
}
|
||||
@@ -0,0 +1,255 @@
|
||||
"""Rendering Effects node - apply visual effects to rendered output."""
|
||||
|
||||
import logging
|
||||
from typing import Any, Dict, Tuple
|
||||
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
class RenderingEffects:
|
||||
"""
|
||||
Apply post-processing visual effects to rendered images.
|
||||
|
||||
Includes effects like:
|
||||
- Bloom (glow on bright areas)
|
||||
- Depth of field (blur based on depth)
|
||||
- Motion blur
|
||||
- Cel shading quantization
|
||||
- Outline/edge detection
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"images": ("IMAGE", {
|
||||
"tooltip": "Rendered images [N, H, W, C]"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
# Bloom
|
||||
"bloom_intensity": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": 0.0,
|
||||
"max": 2.0,
|
||||
"step": 0.1,
|
||||
"tooltip": "Bloom/glow intensity (0 = disabled)"
|
||||
}),
|
||||
"bloom_threshold": ("FLOAT", {
|
||||
"default": 0.8,
|
||||
"min": 0.0,
|
||||
"max": 1.0,
|
||||
"step": 0.05,
|
||||
"tooltip": "Brightness threshold for bloom"
|
||||
}),
|
||||
"bloom_radius": ("INT", {
|
||||
"default": 20,
|
||||
"min": 5,
|
||||
"max": 100,
|
||||
"step": 5,
|
||||
"tooltip": "Bloom blur radius"
|
||||
}),
|
||||
# Motion blur (for video)
|
||||
"motion_blur": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": 0.0,
|
||||
"max": 1.0,
|
||||
"step": 0.1,
|
||||
"tooltip": "Motion blur intensity (0 = disabled)"
|
||||
}),
|
||||
# Cel shading post-process
|
||||
"cel_shading_levels": ("INT", {
|
||||
"default": 0,
|
||||
"min": 0,
|
||||
"max": 8,
|
||||
"step": 1,
|
||||
"tooltip": "Color quantization levels (0 = disabled)"
|
||||
}),
|
||||
# Outline
|
||||
"outline_width": ("FLOAT", {
|
||||
"default": 0.0,
|
||||
"min": 0.0,
|
||||
"max": 5.0,
|
||||
"step": 0.5,
|
||||
"tooltip": "Edge outline width (0 = disabled)"
|
||||
}),
|
||||
"outline_color": ("COLOR", {
|
||||
"default": "#000000",
|
||||
"tooltip": "Outline color"
|
||||
}),
|
||||
"outline_threshold": ("FLOAT", {
|
||||
"default": 0.1,
|
||||
"min": 0.01,
|
||||
"max": 0.5,
|
||||
"step": 0.01,
|
||||
"tooltip": "Edge detection sensitivity"
|
||||
}),
|
||||
# Color grading
|
||||
"contrast": ("FLOAT", {
|
||||
"default": 1.0,
|
||||
"min": 0.5,
|
||||
"max": 2.0,
|
||||
"step": 0.05,
|
||||
"tooltip": "Contrast adjustment"
|
||||
}),
|
||||
"saturation": ("FLOAT", {
|
||||
"default": 1.0,
|
||||
"min": 0.0,
|
||||
"max": 2.0,
|
||||
"step": 0.05,
|
||||
"tooltip": "Color saturation"
|
||||
}),
|
||||
"brightness": ("FLOAT", {
|
||||
"default": 1.0,
|
||||
"min": 0.5,
|
||||
"max": 2.0,
|
||||
"step": 0.05,
|
||||
"tooltip": "Brightness adjustment"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("IMAGE",)
|
||||
RETURN_NAMES = ("processed",)
|
||||
FUNCTION = "apply_effects"
|
||||
CATEGORY = "TRELLIS2/Effects"
|
||||
|
||||
def apply_effects(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
bloom_intensity: float = 0.0,
|
||||
bloom_threshold: float = 0.8,
|
||||
bloom_radius: int = 20,
|
||||
motion_blur: float = 0.0,
|
||||
cel_shading_levels: int = 0,
|
||||
outline_width: float = 0.0,
|
||||
outline_color: str = "#000000",
|
||||
outline_threshold: float = 0.1,
|
||||
contrast: float = 1.0,
|
||||
saturation: float = 1.0,
|
||||
brightness: float = 1.0,
|
||||
) -> Tuple[torch.Tensor]:
|
||||
"""
|
||||
Apply visual effects to images.
|
||||
|
||||
Args:
|
||||
images: Input images [N, H, W, C]
|
||||
Various effect parameters
|
||||
|
||||
Returns:
|
||||
Processed images
|
||||
"""
|
||||
output = images.clone()
|
||||
device = output.device
|
||||
|
||||
# Apply bloom
|
||||
if bloom_intensity > 0:
|
||||
output = self._apply_bloom(output, bloom_intensity, bloom_threshold, bloom_radius)
|
||||
|
||||
# Apply motion blur (for sequences)
|
||||
if motion_blur > 0 and output.shape[0] > 1:
|
||||
output = self._apply_motion_blur(output, motion_blur)
|
||||
|
||||
# Apply cel shading quantization
|
||||
if cel_shading_levels > 0:
|
||||
output = self._apply_cel_quantize(output, cel_shading_levels)
|
||||
|
||||
# Apply outline
|
||||
if outline_width > 0:
|
||||
outline_rgb = self._parse_color(outline_color)
|
||||
output = self._apply_outline(output, outline_width, outline_rgb, outline_threshold)
|
||||
|
||||
# Apply color grading
|
||||
if contrast != 1.0 or saturation != 1.0 or brightness != 1.0:
|
||||
output = self._apply_color_grading(output, contrast, saturation, brightness)
|
||||
|
||||
# Clamp to valid range
|
||||
output = output.clamp(0, 1)
|
||||
|
||||
logger.info(f"RenderingEffects: Applied effects to {output.shape[0]} frames")
|
||||
|
||||
return (output,)
|
||||
|
||||
def _apply_bloom(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
intensity: float,
|
||||
threshold: float,
|
||||
radius: int,
|
||||
) -> torch.Tensor:
|
||||
"""Apply bloom effect."""
|
||||
from ..effects.post_processing import apply_bloom
|
||||
return apply_bloom(images, intensity, threshold, radius)
|
||||
|
||||
def _apply_motion_blur(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
intensity: float,
|
||||
) -> torch.Tensor:
|
||||
"""Apply motion blur between frames."""
|
||||
from ..effects.post_processing import apply_motion_blur
|
||||
return apply_motion_blur(images, intensity)
|
||||
|
||||
def _apply_cel_quantize(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
levels: int,
|
||||
) -> torch.Tensor:
|
||||
"""Quantize colors for cel shading look."""
|
||||
# Quantize each channel
|
||||
quantized = torch.floor(images * levels) / levels
|
||||
return quantized
|
||||
|
||||
def _apply_outline(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
width: float,
|
||||
color: Tuple[float, float, float],
|
||||
threshold: float,
|
||||
) -> torch.Tensor:
|
||||
"""Apply edge outline."""
|
||||
from ..effects.post_processing import apply_outline
|
||||
return apply_outline(images, width, color, threshold)
|
||||
|
||||
def _apply_color_grading(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
contrast: float,
|
||||
saturation: float,
|
||||
brightness: float,
|
||||
) -> torch.Tensor:
|
||||
"""Apply color grading adjustments."""
|
||||
# Brightness
|
||||
output = images * brightness
|
||||
|
||||
# Contrast (around 0.5 midpoint)
|
||||
output = (output - 0.5) * contrast + 0.5
|
||||
|
||||
# Saturation
|
||||
if saturation != 1.0:
|
||||
gray = output.mean(dim=-1, keepdim=True)
|
||||
output = gray + saturation * (output - gray)
|
||||
|
||||
return output
|
||||
|
||||
def _parse_color(self, color_str: str) -> Tuple[float, float, float]:
|
||||
"""Parse hex color to RGB tuple."""
|
||||
color_str = color_str.lstrip("#")
|
||||
if len(color_str) == 6:
|
||||
r = int(color_str[0:2], 16) / 255.0
|
||||
g = int(color_str[2:4], 16) / 255.0
|
||||
b = int(color_str[4:6], 16) / 255.0
|
||||
return (r, g, b)
|
||||
return (0.0, 0.0, 0.0)
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"RenderingEffects": RenderingEffects,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"RenderingEffects": "Rendering Effects",
|
||||
}
|
||||
@@ -0,0 +1,330 @@
|
||||
"""TRELLIS2 Predict node - convert single image to 3D mesh."""
|
||||
|
||||
import logging
|
||||
import os
|
||||
import tempfile
|
||||
from pathlib import Path
|
||||
from typing import Any, Dict, Tuple, Optional
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
from PIL import Image
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
# Progress bar with fallback
|
||||
try:
|
||||
import comfy.utils
|
||||
COMFY_AVAILABLE = True
|
||||
except ImportError:
|
||||
COMFY_AVAILABLE = False
|
||||
|
||||
from ..utils.download_utils import ensure_trellis_model, get_progress_bar
|
||||
|
||||
# Check for TRELLIS availability
|
||||
TRELLIS_AVAILABLE = False
|
||||
try:
|
||||
from trellis.pipelines import TrsEllis2Img
|
||||
from trellis.utils import postprocessing_utils
|
||||
TRELLIS_AVAILABLE = True
|
||||
except ImportError:
|
||||
logger.warning(
|
||||
"TRELLIS2 not available. Install with: "
|
||||
"pip install git+https://github.com/microsoft/TRELLIS.git"
|
||||
)
|
||||
|
||||
# Check for rembg (background removal)
|
||||
REMBG_AVAILABLE = False
|
||||
try:
|
||||
from rembg import remove as remove_background
|
||||
REMBG_AVAILABLE = True
|
||||
except ImportError:
|
||||
logger.warning("rembg not available. Install with: pip install rembg")
|
||||
|
||||
|
||||
class Trellis2Predict:
|
||||
"""
|
||||
Convert a single image to a 3D mesh with PBR materials using TRELLIS2.
|
||||
|
||||
TRELLIS2 (4B parameter model) processes a single image and produces a
|
||||
high-quality 3D mesh with PBR materials (albedo, roughness, metallic).
|
||||
|
||||
Note: This node requires the TRELLIS2 model and CUDA GPU.
|
||||
First run will download the model (~8GB).
|
||||
"""
|
||||
|
||||
_pipeline = None # Class-level singleton
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"image": ("IMAGE", {
|
||||
"tooltip": "Input image to convert to 3D mesh"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"resolution": (["512", "1024", "1536"], {
|
||||
"default": "1024",
|
||||
"tooltip": "Processing resolution (higher = better quality, slower)"
|
||||
}),
|
||||
"seed": ("INT", {
|
||||
"default": 0,
|
||||
"min": 0,
|
||||
"max": 2147483647,
|
||||
"tooltip": "Random seed for reproducible results (0 = random)"
|
||||
}),
|
||||
"remove_background": ("BOOLEAN", {
|
||||
"default": True,
|
||||
"tooltip": "Automatically remove background before processing"
|
||||
}),
|
||||
"simplify_mesh": ("BOOLEAN", {
|
||||
"default": False,
|
||||
"tooltip": "Simplify mesh to reduce polygon count"
|
||||
}),
|
||||
"target_faces": ("INT", {
|
||||
"default": 50000,
|
||||
"min": 1000,
|
||||
"max": 500000,
|
||||
"step": 1000,
|
||||
"tooltip": "Target face count when simplifying (only if simplify_mesh is True)"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("TRELLIS_MESH",)
|
||||
RETURN_NAMES = ("mesh",)
|
||||
FUNCTION = "predict"
|
||||
CATEGORY = "TRELLIS2/Core"
|
||||
|
||||
def __init__(self):
|
||||
self.device = "cuda" if torch.cuda.is_available() else "cpu"
|
||||
|
||||
@classmethod
|
||||
def get_pipeline(cls):
|
||||
"""Get or create the TRELLIS2 pipeline (singleton)."""
|
||||
if cls._pipeline is None:
|
||||
if not TRELLIS_AVAILABLE:
|
||||
raise RuntimeError(
|
||||
"TRELLIS2 not available. Install with: "
|
||||
"pip install git+https://github.com/microsoft/TRELLIS.git"
|
||||
)
|
||||
|
||||
logger.info("Loading TRELLIS2 pipeline...")
|
||||
|
||||
# Ensure model is downloaded
|
||||
model_path = ensure_trellis_model()
|
||||
|
||||
# Initialize pipeline
|
||||
cls._pipeline = TrslIs2Img.from_pretrained(model_path)
|
||||
cls._pipeline.to("cuda")
|
||||
|
||||
logger.info("TRELLIS2 pipeline loaded")
|
||||
|
||||
return cls._pipeline
|
||||
|
||||
def predict(
|
||||
self,
|
||||
image: torch.Tensor,
|
||||
resolution: str = "1024",
|
||||
seed: int = 0,
|
||||
remove_background: bool = True,
|
||||
simplify_mesh: bool = False,
|
||||
target_faces: int = 50000,
|
||||
) -> Tuple[Dict[str, Any]]:
|
||||
"""
|
||||
Run TRELLIS2 prediction on a single image.
|
||||
|
||||
Args:
|
||||
image: Input image tensor [1, H, W, C] or [H, W, C]
|
||||
resolution: Processing resolution
|
||||
seed: Random seed
|
||||
remove_background: Whether to remove background
|
||||
simplify_mesh: Whether to simplify the output mesh
|
||||
target_faces: Target face count for simplification
|
||||
|
||||
Returns:
|
||||
Tuple containing dictionary of mesh data
|
||||
"""
|
||||
if not torch.cuda.is_available():
|
||||
raise RuntimeError(
|
||||
"Trellis2Predict: CUDA is required for TRELLIS2. "
|
||||
"This node cannot run on CPU or MPS."
|
||||
)
|
||||
|
||||
# Initialize progress bar (5 steps)
|
||||
pbar = get_progress_bar(5)
|
||||
pbar.update_absolute(0, 5, "Initializing TRELLIS2")
|
||||
|
||||
# Handle batch dimension
|
||||
if len(image.shape) == 4:
|
||||
if image.shape[0] != 1:
|
||||
logger.warning(
|
||||
f"Trellis2Predict received batch of {image.shape[0]} images, "
|
||||
"only processing first image"
|
||||
)
|
||||
image = image[0]
|
||||
|
||||
# Convert to PIL Image
|
||||
pbar.update_absolute(1, 5, "Preprocessing image")
|
||||
img_np = image.cpu().numpy()
|
||||
img_np = np.clip(img_np, 0, 1)
|
||||
img_np = (img_np * 255).astype(np.uint8)
|
||||
pil_image = Image.fromarray(img_np, mode="RGB")
|
||||
|
||||
# Remove background if requested
|
||||
if remove_background and REMBG_AVAILABLE:
|
||||
logger.info("Removing background...")
|
||||
pil_image = remove_background(pil_image)
|
||||
# Convert RGBA to RGB with white background
|
||||
if pil_image.mode == "RGBA":
|
||||
background = Image.new("RGB", pil_image.size, (255, 255, 255))
|
||||
background.paste(pil_image, mask=pil_image.split()[3])
|
||||
pil_image = background
|
||||
|
||||
# Get resolution
|
||||
res = int(resolution)
|
||||
|
||||
# Set seed
|
||||
if seed == 0:
|
||||
seed = torch.randint(0, 2147483647, (1,)).item()
|
||||
|
||||
torch.manual_seed(seed)
|
||||
np.random.seed(seed)
|
||||
|
||||
# Run TRELLIS2
|
||||
pbar.update_absolute(2, 5, "Running TRELLIS2 inference")
|
||||
logger.info(f"Running TRELLIS2 at {res}x{res} resolution...")
|
||||
|
||||
try:
|
||||
pipeline = self.get_pipeline()
|
||||
|
||||
# Run inference
|
||||
outputs = pipeline.run(
|
||||
pil_image,
|
||||
seed=seed,
|
||||
)
|
||||
|
||||
# Extract mesh
|
||||
pbar.update_absolute(3, 5, "Extracting mesh")
|
||||
mesh_output = outputs['mesh'][0] if isinstance(outputs['mesh'], list) else outputs['mesh']
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"TRELLIS2 inference failed: {e}")
|
||||
raise RuntimeError(f"TRELLIS2 inference failed: {e}")
|
||||
|
||||
# Convert to our mesh format
|
||||
pbar.update_absolute(4, 5, "Converting mesh format")
|
||||
mesh_data = self._convert_mesh(mesh_output)
|
||||
|
||||
# Optionally simplify
|
||||
if simplify_mesh and target_faces < mesh_data["faces"].shape[0]:
|
||||
logger.info(f"Simplifying mesh to {target_faces} faces...")
|
||||
mesh_data = self._simplify_mesh(mesh_data, target_faces)
|
||||
|
||||
# Add metadata
|
||||
mesh_data["source_resolution"] = res
|
||||
mesh_data["seed"] = seed
|
||||
mesh_data["source_image_shape"] = list(image.shape)
|
||||
|
||||
pbar.update_absolute(5, 5, "Complete")
|
||||
logger.info(
|
||||
f"Trellis2Predict: Generated mesh with "
|
||||
f"{mesh_data['vertices'].shape[0]} vertices, "
|
||||
f"{mesh_data['faces'].shape[0]} faces"
|
||||
)
|
||||
|
||||
return (mesh_data,)
|
||||
|
||||
def _convert_mesh(self, mesh_output) -> Dict[str, Any]:
|
||||
"""Convert TRELLIS mesh output to our format."""
|
||||
mesh_data = {}
|
||||
|
||||
# Extract vertices and faces
|
||||
if hasattr(mesh_output, 'v_pos'):
|
||||
mesh_data["vertices"] = mesh_output.v_pos.to(self.device)
|
||||
elif hasattr(mesh_output, 'vertices'):
|
||||
mesh_data["vertices"] = torch.tensor(
|
||||
mesh_output.vertices, dtype=torch.float32, device=self.device
|
||||
)
|
||||
|
||||
if hasattr(mesh_output, 't_pos_idx'):
|
||||
mesh_data["faces"] = mesh_output.t_pos_idx.to(self.device)
|
||||
elif hasattr(mesh_output, 'faces'):
|
||||
mesh_data["faces"] = torch.tensor(
|
||||
mesh_output.faces, dtype=torch.int64, device=self.device
|
||||
)
|
||||
|
||||
# Extract normals
|
||||
if hasattr(mesh_output, 'v_nrm') and mesh_output.v_nrm is not None:
|
||||
mesh_data["normals"] = mesh_output.v_nrm.to(self.device)
|
||||
|
||||
# Extract UVs
|
||||
if hasattr(mesh_output, 'v_tex') and mesh_output.v_tex is not None:
|
||||
mesh_data["uvs"] = mesh_output.v_tex.to(self.device)
|
||||
|
||||
# Extract textures/materials
|
||||
textures = {}
|
||||
if hasattr(mesh_output, 'albedo') and mesh_output.albedo is not None:
|
||||
textures["albedo"] = mesh_output.albedo
|
||||
if hasattr(mesh_output, 'roughness') and mesh_output.roughness is not None:
|
||||
textures["roughness"] = mesh_output.roughness
|
||||
if hasattr(mesh_output, 'metallic') and mesh_output.metallic is not None:
|
||||
textures["metallic"] = mesh_output.metallic
|
||||
if hasattr(mesh_output, 'normal') and mesh_output.normal is not None:
|
||||
textures["normal_map"] = mesh_output.normal
|
||||
|
||||
if textures:
|
||||
mesh_data["textures"] = textures
|
||||
|
||||
# Store original for advanced operations
|
||||
mesh_data["_original"] = mesh_output
|
||||
|
||||
return mesh_data
|
||||
|
||||
def _simplify_mesh(
|
||||
self,
|
||||
mesh_data: Dict[str, Any],
|
||||
target_faces: int
|
||||
) -> Dict[str, Any]:
|
||||
"""Simplify mesh to target face count."""
|
||||
try:
|
||||
import trimesh
|
||||
|
||||
vertices = mesh_data["vertices"].cpu().numpy()
|
||||
faces = mesh_data["faces"].cpu().numpy()
|
||||
|
||||
mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
|
||||
|
||||
# Simplify using quadric decimation
|
||||
simplified = mesh.simplify_quadric_decimation(target_faces)
|
||||
|
||||
# Update mesh data
|
||||
mesh_data["vertices"] = torch.tensor(
|
||||
simplified.vertices, dtype=torch.float32, device=self.device
|
||||
)
|
||||
mesh_data["faces"] = torch.tensor(
|
||||
simplified.faces, dtype=torch.int64, device=self.device
|
||||
)
|
||||
|
||||
# Recompute normals
|
||||
mesh_data["normals"] = torch.tensor(
|
||||
simplified.vertex_normals, dtype=torch.float32, device=self.device
|
||||
)
|
||||
|
||||
logger.info(f"Simplified mesh to {len(simplified.faces)} faces")
|
||||
|
||||
except ImportError:
|
||||
logger.warning("trimesh not available for mesh simplification")
|
||||
|
||||
return mesh_data
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"Trellis2Predict": Trellis2Predict,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"Trellis2Predict": "TRELLIS2 Predict (Image to 3D Mesh)",
|
||||
}
|
||||
@@ -0,0 +1,327 @@
|
||||
"""Video to Meshes node - batch process video frames through TRELLIS2."""
|
||||
|
||||
import logging
|
||||
from typing import Any, Dict, List, Tuple
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
from PIL import Image
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
from ..utils.video_utils import extract_frames
|
||||
from ..utils.download_utils import ensure_trellis_model, get_progress_bar
|
||||
|
||||
# Check for TRELLIS availability
|
||||
TRELLIS_AVAILABLE = False
|
||||
try:
|
||||
from trellis.pipelines import TrslIs2Img
|
||||
TRELLIS_AVAILABLE = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
# Check for rembg
|
||||
REMBG_AVAILABLE = False
|
||||
try:
|
||||
from rembg import remove as remove_background
|
||||
REMBG_AVAILABLE = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
# Progress bar
|
||||
try:
|
||||
import comfy.utils
|
||||
COMFY_AVAILABLE = True
|
||||
except ImportError:
|
||||
COMFY_AVAILABLE = False
|
||||
|
||||
|
||||
class VideoToMeshes:
|
||||
"""
|
||||
Batch process video frames through TRELLIS2 to create mesh sequence.
|
||||
|
||||
Takes a batch of video frames and processes each one (with optional frame skipping)
|
||||
through TRELLIS2 to produce a sequence of 3D meshes.
|
||||
|
||||
Note: This is compute-intensive. Processing time scales with frame count.
|
||||
Use frame_skip to reduce processing time for long videos.
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"images": ("IMAGE", {
|
||||
"tooltip": "Video frames as image batch [N, H, W, C]"
|
||||
}),
|
||||
},
|
||||
"optional": {
|
||||
"frame_skip": ("INT", {
|
||||
"default": 5,
|
||||
"min": 1,
|
||||
"max": 30,
|
||||
"step": 1,
|
||||
"tooltip": "Process every Nth frame (1 = all frames)"
|
||||
}),
|
||||
"max_frames": ("INT", {
|
||||
"default": 0,
|
||||
"min": 0,
|
||||
"max": 1000,
|
||||
"step": 1,
|
||||
"tooltip": "Maximum frames to process (0 = no limit)"
|
||||
}),
|
||||
"resolution": (["512", "1024"], {
|
||||
"default": "1024",
|
||||
"tooltip": "TRELLIS2 processing resolution"
|
||||
}),
|
||||
"remove_background": ("BOOLEAN", {
|
||||
"default": True,
|
||||
"tooltip": "Remove background from each frame"
|
||||
}),
|
||||
"seed": ("INT", {
|
||||
"default": 0,
|
||||
"min": 0,
|
||||
"max": 2147483647,
|
||||
"tooltip": "Random seed (0 = different seed per frame)"
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("TRELLIS_MESH_SEQUENCE",)
|
||||
RETURN_NAMES = ("mesh_sequence",)
|
||||
FUNCTION = "process_batch"
|
||||
CATEGORY = "TRELLIS2/Video"
|
||||
|
||||
def __init__(self):
|
||||
self.device = "cuda" if torch.cuda.is_available() else "cpu"
|
||||
self._pipeline = None
|
||||
|
||||
def get_pipeline(self):
|
||||
"""Get or create the TRELLIS2 pipeline."""
|
||||
if self._pipeline is None:
|
||||
if not TRELLIS_AVAILABLE:
|
||||
raise RuntimeError(
|
||||
"TRELLIS2 not available. Install with: "
|
||||
"pip install git+https://github.com/microsoft/TRELLIS.git"
|
||||
)
|
||||
model_path = ensure_trellis_model()
|
||||
self._pipeline = TrslIs2Img.from_pretrained(model_path)
|
||||
self._pipeline.to("cuda")
|
||||
return self._pipeline
|
||||
|
||||
def process_batch(
|
||||
self,
|
||||
images: torch.Tensor,
|
||||
frame_skip: int = 5,
|
||||
max_frames: int = 0,
|
||||
resolution: str = "1024",
|
||||
remove_background: bool = True,
|
||||
seed: int = 0,
|
||||
) -> Tuple[Dict[str, Any]]:
|
||||
"""
|
||||
Process video frames through TRELLIS2.
|
||||
|
||||
Args:
|
||||
images: Video frames [N, H, W, C]
|
||||
frame_skip: Process every Nth frame
|
||||
max_frames: Maximum frames to process (0 = all)
|
||||
resolution: TRELLIS2 processing resolution
|
||||
remove_background: Whether to remove backgrounds
|
||||
seed: Random seed
|
||||
|
||||
Returns:
|
||||
Dictionary containing:
|
||||
- meshes: List of mesh dictionaries
|
||||
- frame_indices: List of original frame indices
|
||||
- total_frames: Total number of frames in input
|
||||
"""
|
||||
if not torch.cuda.is_available():
|
||||
raise RuntimeError("VideoToMeshes: CUDA is required for TRELLIS2")
|
||||
|
||||
total_frames = images.shape[0]
|
||||
|
||||
# Extract frames with skipping
|
||||
frames, indices = extract_frames(images, frame_skip, max_frames)
|
||||
num_to_process = len(frames)
|
||||
|
||||
logger.info(
|
||||
f"VideoToMeshes: Processing {num_to_process} frames "
|
||||
f"from {total_frames} total (skip={frame_skip})"
|
||||
)
|
||||
|
||||
# Initialize progress bar
|
||||
total_steps = num_to_process + 2 # model load + frames + complete
|
||||
pbar = get_progress_bar(total_steps)
|
||||
pbar.update_absolute(0, total_steps, "Loading TRELLIS2 model")
|
||||
|
||||
# Get pipeline
|
||||
pipeline = self.get_pipeline()
|
||||
res = int(resolution)
|
||||
|
||||
pbar.update_absolute(1, total_steps, f"Processing {num_to_process} frames")
|
||||
|
||||
meshes_list = []
|
||||
|
||||
for i, (frame, orig_idx) in enumerate(zip(frames, indices)):
|
||||
pbar.update_absolute(
|
||||
i + 2, total_steps,
|
||||
f"Processing frame {i+1}/{num_to_process}"
|
||||
)
|
||||
|
||||
try:
|
||||
# Convert to PIL
|
||||
img_np = frame.cpu().numpy()
|
||||
img_np = np.clip(img_np, 0, 1)
|
||||
img_np = (img_np * 255).astype(np.uint8)
|
||||
pil_image = Image.fromarray(img_np, mode="RGB")
|
||||
|
||||
# Remove background
|
||||
if remove_background and REMBG_AVAILABLE:
|
||||
pil_image = remove_background(pil_image)
|
||||
if pil_image.mode == "RGBA":
|
||||
background = Image.new("RGB", pil_image.size, (255, 255, 255))
|
||||
background.paste(pil_image, mask=pil_image.split()[3])
|
||||
pil_image = background
|
||||
|
||||
# Set seed
|
||||
frame_seed = seed if seed > 0 else torch.randint(0, 2147483647, (1,)).item()
|
||||
torch.manual_seed(frame_seed)
|
||||
|
||||
# Run inference
|
||||
outputs = pipeline.run(pil_image, seed=frame_seed)
|
||||
|
||||
# Extract mesh
|
||||
mesh_output = outputs['mesh'][0] if isinstance(outputs['mesh'], list) else outputs['mesh']
|
||||
|
||||
# Convert to our format
|
||||
mesh_data = self._convert_mesh(mesh_output)
|
||||
mesh_data["frame_index"] = orig_idx
|
||||
mesh_data["seed"] = frame_seed
|
||||
|
||||
meshes_list.append(mesh_data)
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"VideoToMeshes: Failed to process frame {i}: {e}")
|
||||
continue
|
||||
|
||||
# Clear CUDA cache periodically
|
||||
if i % 10 == 0:
|
||||
torch.cuda.empty_cache()
|
||||
|
||||
result = {
|
||||
"meshes": meshes_list,
|
||||
"frame_indices": [m["frame_index"] for m in meshes_list],
|
||||
"total_frames": total_frames,
|
||||
"frame_skip": frame_skip,
|
||||
}
|
||||
|
||||
pbar.update_absolute(total_steps, total_steps, "Complete")
|
||||
logger.info(f"VideoToMeshes: Successfully processed {len(meshes_list)} frames")
|
||||
|
||||
return (result,)
|
||||
|
||||
def _convert_mesh(self, mesh_output) -> Dict[str, Any]:
|
||||
"""Convert TRELLIS mesh output to our format."""
|
||||
mesh_data = {}
|
||||
|
||||
if hasattr(mesh_output, 'v_pos'):
|
||||
mesh_data["vertices"] = mesh_output.v_pos.to(self.device)
|
||||
elif hasattr(mesh_output, 'vertices'):
|
||||
mesh_data["vertices"] = torch.tensor(
|
||||
mesh_output.vertices, dtype=torch.float32, device=self.device
|
||||
)
|
||||
|
||||
if hasattr(mesh_output, 't_pos_idx'):
|
||||
mesh_data["faces"] = mesh_output.t_pos_idx.to(self.device)
|
||||
elif hasattr(mesh_output, 'faces'):
|
||||
mesh_data["faces"] = torch.tensor(
|
||||
mesh_output.faces, dtype=torch.int64, device=self.device
|
||||
)
|
||||
|
||||
if hasattr(mesh_output, 'v_nrm') and mesh_output.v_nrm is not None:
|
||||
mesh_data["normals"] = mesh_output.v_nrm.to(self.device)
|
||||
|
||||
if hasattr(mesh_output, 'v_tex') and mesh_output.v_tex is not None:
|
||||
mesh_data["uvs"] = mesh_output.v_tex.to(self.device)
|
||||
|
||||
textures = {}
|
||||
if hasattr(mesh_output, 'albedo') and mesh_output.albedo is not None:
|
||||
textures["albedo"] = mesh_output.albedo
|
||||
if hasattr(mesh_output, 'roughness') and mesh_output.roughness is not None:
|
||||
textures["roughness"] = mesh_output.roughness
|
||||
if hasattr(mesh_output, 'metallic') and mesh_output.metallic is not None:
|
||||
textures["metallic"] = mesh_output.metallic
|
||||
|
||||
if textures:
|
||||
mesh_data["textures"] = textures
|
||||
|
||||
mesh_data["_original"] = mesh_output
|
||||
|
||||
return mesh_data
|
||||
|
||||
|
||||
class MergeMeshSequences:
|
||||
"""
|
||||
Merge multiple mesh sequences into one.
|
||||
|
||||
Useful for combining sequences processed in batches.
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def INPUT_TYPES(cls) -> Dict[str, Any]:
|
||||
return {
|
||||
"required": {
|
||||
"sequence_1": ("TRELLIS_MESH_SEQUENCE", {
|
||||
"tooltip": "First mesh sequence"
|
||||
}),
|
||||
"sequence_2": ("TRELLIS_MESH_SEQUENCE", {
|
||||
"tooltip": "Second mesh sequence"
|
||||
}),
|
||||
},
|
||||
}
|
||||
|
||||
RETURN_TYPES = ("TRELLIS_MESH_SEQUENCE",)
|
||||
RETURN_NAMES = ("merged_sequence",)
|
||||
FUNCTION = "merge"
|
||||
CATEGORY = "TRELLIS2/Video"
|
||||
|
||||
def merge(
|
||||
self,
|
||||
sequence_1: Dict[str, Any],
|
||||
sequence_2: Dict[str, Any]
|
||||
) -> Tuple[Dict[str, Any]]:
|
||||
"""Merge two mesh sequences."""
|
||||
meshes = sequence_1["meshes"] + sequence_2["meshes"]
|
||||
indices = sequence_1["frame_indices"] + sequence_2["frame_indices"]
|
||||
|
||||
# Sort by frame index
|
||||
combined = sorted(zip(indices, meshes), key=lambda x: x[0])
|
||||
sorted_indices = [x[0] for x in combined]
|
||||
sorted_meshes = [x[1] for x in combined]
|
||||
|
||||
total_frames = max(
|
||||
sequence_1.get("total_frames", max(sequence_1["frame_indices"]) + 1),
|
||||
sequence_2.get("total_frames", max(sequence_2["frame_indices"]) + 1)
|
||||
)
|
||||
|
||||
result = {
|
||||
"meshes": sorted_meshes,
|
||||
"frame_indices": sorted_indices,
|
||||
"total_frames": total_frames,
|
||||
}
|
||||
|
||||
logger.info(f"MergeMeshSequences: Merged {len(sorted_meshes)} total frames")
|
||||
|
||||
return (result,)
|
||||
|
||||
|
||||
# Node registration
|
||||
NODE_CLASS_MAPPINGS = {
|
||||
"VideoToMeshes": VideoToMeshes,
|
||||
"MergeMeshSequences": MergeMeshSequences,
|
||||
}
|
||||
|
||||
NODE_DISPLAY_NAME_MAPPINGS = {
|
||||
"VideoToMeshes": "Video to Meshes (Batch TRELLIS2)",
|
||||
"MergeMeshSequences": "Merge Mesh Sequences",
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
# ComfyUI-TRELLIS2_Motion dependencies
|
||||
|
||||
# Core
|
||||
torch>=2.0.0
|
||||
numpy>=1.21.0
|
||||
pillow>=9.0.0
|
||||
|
||||
# TRELLIS2 dependencies
|
||||
huggingface_hub>=0.20.0
|
||||
transformers>=4.30.0
|
||||
trimesh>=3.0.0
|
||||
xatlas # UV unwrapping
|
||||
rembg # Background removal
|
||||
spconv-cu118 # Sparse convolutions (CUDA 11.8)
|
||||
flash-attn # Efficient attention
|
||||
|
||||
# Mesh rendering
|
||||
nvdiffrast # CUDA mesh rendering
|
||||
kaolin # NVIDIA 3D deep learning library
|
||||
|
||||
# Image processing effects
|
||||
kornia>=0.7.0 # Differentiable image processing
|
||||
opencv-python-headless>=4.8.0
|
||||
|
||||
# Utilities
|
||||
scipy>=1.10.0
|
||||
tqdm>=4.65.0
|
||||
requests>=2.28.0
|
||||
einops>=0.6.0
|
||||
@@ -0,0 +1,60 @@
|
||||
"""Utility modules for ComfyUI-TRELLIS2_Motion."""
|
||||
|
||||
from .camera_utils import (
|
||||
create_rotation_matrix,
|
||||
create_orbit_camera,
|
||||
create_intrinsic_matrix,
|
||||
interpolate_cameras,
|
||||
create_camera_trajectory,
|
||||
estimate_mesh_center,
|
||||
estimate_mesh_distance,
|
||||
)
|
||||
|
||||
from .video_utils import (
|
||||
extract_frames,
|
||||
interpolate_missing_frames,
|
||||
batch_to_list,
|
||||
list_to_batch,
|
||||
resize_frames,
|
||||
get_video_info,
|
||||
)
|
||||
|
||||
from .download_utils import (
|
||||
ensure_trellis_model,
|
||||
is_trellis_model_downloaded,
|
||||
get_progress_bar,
|
||||
)
|
||||
|
||||
from .mesh_utils import (
|
||||
load_mesh,
|
||||
save_mesh,
|
||||
mesh_to_tensors,
|
||||
get_mesh_info,
|
||||
)
|
||||
|
||||
__all__ = [
|
||||
# Camera
|
||||
"create_rotation_matrix",
|
||||
"create_orbit_camera",
|
||||
"create_intrinsic_matrix",
|
||||
"interpolate_cameras",
|
||||
"create_camera_trajectory",
|
||||
"estimate_mesh_center",
|
||||
"estimate_mesh_distance",
|
||||
# Video
|
||||
"extract_frames",
|
||||
"interpolate_missing_frames",
|
||||
"batch_to_list",
|
||||
"list_to_batch",
|
||||
"resize_frames",
|
||||
"get_video_info",
|
||||
# Download
|
||||
"ensure_trellis_model",
|
||||
"is_trellis_model_downloaded",
|
||||
"get_progress_bar",
|
||||
# Mesh
|
||||
"load_mesh",
|
||||
"save_mesh",
|
||||
"mesh_to_tensors",
|
||||
"get_mesh_info",
|
||||
]
|
||||
@@ -0,0 +1,367 @@
|
||||
"""Camera utilities for creating view matrices and trajectories."""
|
||||
|
||||
import logging
|
||||
from typing import List, Optional, Tuple, Union
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
def create_rotation_matrix(
|
||||
angle_x: float,
|
||||
angle_y: float,
|
||||
angle_z: float = 0.0
|
||||
) -> np.ndarray:
|
||||
"""
|
||||
Create a 3x3 rotation matrix from Euler angles.
|
||||
|
||||
Uses XYZ order (rotate around X, then Y, then Z).
|
||||
|
||||
Args:
|
||||
angle_x: Rotation around X axis in degrees (pitch/tilt)
|
||||
angle_y: Rotation around Y axis in degrees (yaw/pan)
|
||||
angle_z: Rotation around Z axis in degrees (roll)
|
||||
|
||||
Returns:
|
||||
3x3 rotation matrix as numpy array
|
||||
"""
|
||||
ax, ay, az = np.radians([angle_x, angle_y, angle_z])
|
||||
|
||||
# Rotation around X axis
|
||||
Rx = np.array([
|
||||
[1, 0, 0],
|
||||
[0, np.cos(ax), -np.sin(ax)],
|
||||
[0, np.sin(ax), np.cos(ax)]
|
||||
], dtype=np.float32)
|
||||
|
||||
# Rotation around Y axis
|
||||
Ry = np.array([
|
||||
[np.cos(ay), 0, np.sin(ay)],
|
||||
[0, 1, 0],
|
||||
[-np.sin(ay), 0, np.cos(ay)]
|
||||
], dtype=np.float32)
|
||||
|
||||
# Rotation around Z axis
|
||||
Rz = np.array([
|
||||
[np.cos(az), -np.sin(az), 0],
|
||||
[np.sin(az), np.cos(az), 0],
|
||||
[0, 0, 1]
|
||||
], dtype=np.float32)
|
||||
|
||||
# Combined rotation: Rz @ Ry @ Rx
|
||||
return Rz @ Ry @ Rx
|
||||
|
||||
|
||||
def create_orbit_camera(
|
||||
angle_x: float,
|
||||
angle_y: float,
|
||||
distance: float,
|
||||
center: Tuple[float, float, float] = (0.0, 0.0, 0.0)
|
||||
) -> np.ndarray:
|
||||
"""
|
||||
Create a 4x4 camera extrinsic matrix for an orbital view around a scene center.
|
||||
|
||||
Uses OpenGL camera convention (x-right, y-up, z-backward) which is standard
|
||||
for mesh rendering with nvdiffrast.
|
||||
|
||||
Args:
|
||||
angle_x: Vertical angle in degrees (positive = look from above)
|
||||
angle_y: Horizontal angle in degrees (positive = rotate right)
|
||||
distance: Distance from camera to scene center
|
||||
center: Scene center point (x, y, z). TRELLIS2 meshes are typically
|
||||
centered at origin (0, 0, 0).
|
||||
|
||||
Returns:
|
||||
4x4 world-to-camera transformation matrix (extrinsic)
|
||||
"""
|
||||
# Convert angles to radians
|
||||
theta = np.radians(angle_y) # Horizontal orbit (azimuth)
|
||||
phi = np.radians(angle_x) # Vertical tilt (elevation)
|
||||
|
||||
# Calculate camera position on a sphere around the center
|
||||
# Spherical to Cartesian conversion (OpenGL: y-up)
|
||||
x = distance * np.sin(theta) * np.cos(phi)
|
||||
y = distance * np.sin(phi)
|
||||
z = distance * np.cos(theta) * np.cos(phi)
|
||||
|
||||
# Camera position in world coordinates
|
||||
camera_pos = np.array([x, y, z], dtype=np.float32) + np.array(center, dtype=np.float32)
|
||||
|
||||
# Look-at direction (from camera to center)
|
||||
forward = np.array(center, dtype=np.float32) - camera_pos
|
||||
forward = forward / (np.linalg.norm(forward) + 1e-8)
|
||||
|
||||
# Up vector in OpenGL convention (y-up)
|
||||
world_up = np.array([0.0, 1.0, 0.0], dtype=np.float32)
|
||||
|
||||
# Right vector (cross product of forward and up)
|
||||
right = np.cross(forward, world_up)
|
||||
right_norm = np.linalg.norm(right)
|
||||
|
||||
# Handle gimbal lock case (looking straight up or down)
|
||||
if right_norm < 1e-6:
|
||||
# Use a different up vector
|
||||
world_up = np.array([0.0, 0.0, 1.0], dtype=np.float32)
|
||||
right = np.cross(forward, world_up)
|
||||
right_norm = np.linalg.norm(right)
|
||||
|
||||
right = right / (right_norm + 1e-8)
|
||||
|
||||
# Recalculate up to be orthogonal
|
||||
up = np.cross(right, forward)
|
||||
up = up / (np.linalg.norm(up) + 1e-8)
|
||||
|
||||
# Build rotation matrix (camera axes in world coordinates)
|
||||
# Camera coordinate system: x=right, y=up, z=-forward (OpenGL)
|
||||
R_cam_to_world = np.stack([right, up, -forward], axis=1)
|
||||
|
||||
# World-to-camera rotation
|
||||
R = R_cam_to_world.T
|
||||
|
||||
# Translation: camera position in camera coordinates
|
||||
t = -R @ camera_pos
|
||||
|
||||
# Build 4x4 extrinsic matrix
|
||||
extrinsic = np.eye(4, dtype=np.float32)
|
||||
extrinsic[:3, :3] = R
|
||||
extrinsic[:3, 3] = t
|
||||
|
||||
return extrinsic
|
||||
|
||||
|
||||
def create_intrinsic_matrix(
|
||||
fov: float,
|
||||
width: int,
|
||||
height: int,
|
||||
fov_type: str = "horizontal"
|
||||
) -> np.ndarray:
|
||||
"""
|
||||
Create a 3x3 camera intrinsic matrix.
|
||||
|
||||
Args:
|
||||
fov: Field of view in degrees
|
||||
width: Image width in pixels
|
||||
height: Image height in pixels
|
||||
fov_type: "horizontal" or "vertical" FOV specification
|
||||
|
||||
Returns:
|
||||
3x3 intrinsic matrix K
|
||||
"""
|
||||
fov_rad = np.radians(fov)
|
||||
|
||||
if fov_type == "horizontal":
|
||||
focal = width / (2 * np.tan(fov_rad / 2))
|
||||
else: # vertical
|
||||
focal = height / (2 * np.tan(fov_rad / 2))
|
||||
|
||||
# Principal point at image center
|
||||
cx = width / 2.0
|
||||
cy = height / 2.0
|
||||
|
||||
K = np.array([
|
||||
[focal, 0, cx],
|
||||
[0, focal, cy],
|
||||
[0, 0, 1]
|
||||
], dtype=np.float32)
|
||||
|
||||
return K
|
||||
|
||||
|
||||
def create_projection_matrix(
|
||||
fov: float,
|
||||
aspect: float,
|
||||
near: float = 0.01,
|
||||
far: float = 100.0
|
||||
) -> np.ndarray:
|
||||
"""
|
||||
Create a 4x4 perspective projection matrix.
|
||||
|
||||
Args:
|
||||
fov: Vertical field of view in degrees
|
||||
aspect: Aspect ratio (width / height)
|
||||
near: Near clipping plane
|
||||
far: Far clipping plane
|
||||
|
||||
Returns:
|
||||
4x4 projection matrix
|
||||
"""
|
||||
fov_rad = np.radians(fov)
|
||||
f = 1.0 / np.tan(fov_rad / 2)
|
||||
|
||||
proj = np.zeros((4, 4), dtype=np.float32)
|
||||
proj[0, 0] = f / aspect
|
||||
proj[1, 1] = f
|
||||
proj[2, 2] = (far + near) / (near - far)
|
||||
proj[2, 3] = (2 * far * near) / (near - far)
|
||||
proj[3, 2] = -1
|
||||
|
||||
return proj
|
||||
|
||||
|
||||
def interpolate_cameras(
|
||||
cam1: np.ndarray,
|
||||
cam2: np.ndarray,
|
||||
t: float
|
||||
) -> np.ndarray:
|
||||
"""
|
||||
Interpolate between two camera matrices.
|
||||
|
||||
Uses linear interpolation for translation and SLERP approximation for rotation.
|
||||
|
||||
Args:
|
||||
cam1: First 4x4 camera extrinsic matrix
|
||||
cam2: Second 4x4 camera extrinsic matrix
|
||||
t: Interpolation factor (0 = cam1, 1 = cam2)
|
||||
|
||||
Returns:
|
||||
Interpolated 4x4 camera extrinsic matrix
|
||||
"""
|
||||
t = np.clip(t, 0.0, 1.0)
|
||||
|
||||
# Extract rotation and translation
|
||||
R1, t1 = cam1[:3, :3], cam1[:3, 3]
|
||||
R2, t2 = cam2[:3, :3], cam2[:3, 3]
|
||||
|
||||
# Linear interpolation for translation
|
||||
t_interp = t1 * (1 - t) + t2 * t
|
||||
|
||||
# For rotation, we use a simple linear interpolation and re-orthogonalize
|
||||
# (proper SLERP would require quaternion conversion)
|
||||
R_interp = R1 * (1 - t) + R2 * t
|
||||
|
||||
# Re-orthogonalize using SVD
|
||||
U, _, Vt = np.linalg.svd(R_interp)
|
||||
R_interp = U @ Vt
|
||||
|
||||
# Ensure proper rotation (det = 1, not -1)
|
||||
if np.linalg.det(R_interp) < 0:
|
||||
R_interp = -R_interp
|
||||
|
||||
# Build interpolated matrix
|
||||
result = np.eye(4, dtype=np.float32)
|
||||
result[:3, :3] = R_interp
|
||||
result[:3, 3] = t_interp
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def create_camera_trajectory(
|
||||
trajectory_type: str,
|
||||
angle_x: float,
|
||||
angle_y: float,
|
||||
distance: float,
|
||||
center: Tuple[float, float, float],
|
||||
num_frames: int,
|
||||
animate: bool = False,
|
||||
animation_range: float = 10.0,
|
||||
animation_axis: str = "y"
|
||||
) -> List[np.ndarray]:
|
||||
"""
|
||||
Create a sequence of camera matrices for a trajectory.
|
||||
|
||||
Args:
|
||||
trajectory_type: One of "orbit", "dolly", "pan", "static"
|
||||
angle_x: Base vertical angle in degrees
|
||||
angle_y: Base horizontal angle in degrees
|
||||
distance: Base distance from scene center
|
||||
center: Scene center point
|
||||
num_frames: Number of frames in the trajectory
|
||||
animate: Whether to animate the camera over the sequence
|
||||
animation_range: Range of animation in degrees (for orbit/pan) or distance (for dolly)
|
||||
animation_axis: Axis to animate around ("x", "y", or "z")
|
||||
|
||||
Returns:
|
||||
List of 4x4 camera extrinsic matrices, one per frame
|
||||
"""
|
||||
cameras = []
|
||||
|
||||
for i in range(num_frames):
|
||||
t = i / max(num_frames - 1, 1) # Normalized time [0, 1]
|
||||
|
||||
if not animate:
|
||||
# Static camera - same for all frames
|
||||
cam = create_orbit_camera(angle_x, angle_y, distance, center)
|
||||
else:
|
||||
# Animated camera
|
||||
if trajectory_type == "orbit":
|
||||
# Orbit around the scene
|
||||
if animation_axis == "y":
|
||||
# Horizontal orbit
|
||||
current_angle_y = angle_y + (t - 0.5) * animation_range
|
||||
cam = create_orbit_camera(angle_x, current_angle_y, distance, center)
|
||||
else: # x axis
|
||||
# Vertical orbit
|
||||
current_angle_x = angle_x + (t - 0.5) * animation_range
|
||||
cam = create_orbit_camera(current_angle_x, angle_y, distance, center)
|
||||
|
||||
elif trajectory_type == "dolly":
|
||||
# Move camera closer/farther
|
||||
current_distance = distance + (t - 0.5) * animation_range
|
||||
current_distance = max(0.5, current_distance) # Don't go too close
|
||||
cam = create_orbit_camera(angle_x, angle_y, current_distance, center)
|
||||
|
||||
elif trajectory_type == "pan":
|
||||
# Pan the camera (translate horizontally)
|
||||
pan_offset = (t - 0.5) * animation_range * 0.1 # Scale down for translation
|
||||
current_center = (
|
||||
center[0] + pan_offset,
|
||||
center[1],
|
||||
center[2]
|
||||
)
|
||||
cam = create_orbit_camera(angle_x, angle_y, distance, current_center)
|
||||
|
||||
else: # static or unknown
|
||||
cam = create_orbit_camera(angle_x, angle_y, distance, center)
|
||||
|
||||
cameras.append(cam)
|
||||
|
||||
return cameras
|
||||
|
||||
|
||||
def estimate_mesh_center(vertices: Union[torch.Tensor, np.ndarray]) -> Tuple[float, float, float]:
|
||||
"""
|
||||
Estimate the scene center from mesh vertices.
|
||||
|
||||
Args:
|
||||
vertices: [N, 3] tensor/array of vertex positions
|
||||
|
||||
Returns:
|
||||
Tuple (x, y, z) of estimated scene center
|
||||
"""
|
||||
if isinstance(vertices, torch.Tensor):
|
||||
center = vertices.mean(dim=0).cpu().numpy()
|
||||
else:
|
||||
center = vertices.mean(axis=0)
|
||||
return tuple(center.tolist())
|
||||
|
||||
|
||||
def estimate_mesh_distance(
|
||||
vertices: Union[torch.Tensor, np.ndarray],
|
||||
center: Optional[Tuple[float, float, float]] = None
|
||||
) -> float:
|
||||
"""
|
||||
Estimate an appropriate camera distance for viewing the mesh.
|
||||
|
||||
Args:
|
||||
vertices: [N, 3] tensor/array of vertex positions
|
||||
center: Optional pre-computed scene center
|
||||
|
||||
Returns:
|
||||
Recommended camera distance
|
||||
"""
|
||||
if center is None:
|
||||
center = estimate_mesh_center(vertices)
|
||||
|
||||
if isinstance(vertices, torch.Tensor):
|
||||
center_tensor = torch.tensor(center, device=vertices.device, dtype=vertices.dtype)
|
||||
distances = torch.norm(vertices - center_tensor, dim=1)
|
||||
scene_radius = torch.quantile(distances, 0.95).item()
|
||||
else:
|
||||
center_arr = np.array(center, dtype=vertices.dtype)
|
||||
distances = np.linalg.norm(vertices - center_arr, axis=1)
|
||||
scene_radius = np.percentile(distances, 95)
|
||||
|
||||
# Camera should be at roughly 2-3x the scene radius
|
||||
return scene_radius * 2.5
|
||||
@@ -0,0 +1,205 @@
|
||||
"""Download utilities for TRELLIS2 model with progress tracking."""
|
||||
|
||||
import logging
|
||||
import os
|
||||
from pathlib import Path
|
||||
from typing import Optional
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
# TRELLIS2 model configuration
|
||||
TRELLIS_HF_REPO = "microsoft/TRELLIS-2-4B"
|
||||
TRELLIS_CACHE_DIR = Path.home() / ".cache" / "huggingface" / "hub"
|
||||
|
||||
# Progress bar fallback for when ComfyUI is not available
|
||||
try:
|
||||
import comfy.utils
|
||||
COMFY_AVAILABLE = True
|
||||
except ImportError:
|
||||
COMFY_AVAILABLE = False
|
||||
|
||||
|
||||
class ProgressBar:
|
||||
"""Fallback progress bar when ComfyUI is not available."""
|
||||
|
||||
def __init__(self, total: int):
|
||||
self.total = total
|
||||
self.current = 0
|
||||
|
||||
def update_absolute(self, current: int, total: Optional[int] = None, desc: str = ""):
|
||||
self.current = current
|
||||
total = total or self.total
|
||||
pct = (current / total * 100) if total > 0 else 0
|
||||
logger.info(f"{desc}: {pct:.1f}% ({current}/{total})")
|
||||
|
||||
def update(self, value: int):
|
||||
self.current += value
|
||||
pct = (self.current / self.total * 100) if self.total > 0 else 0
|
||||
logger.info(f"Progress: {pct:.1f}%")
|
||||
|
||||
|
||||
def get_progress_bar(total: int):
|
||||
"""Get a progress bar instance (ComfyUI or fallback)."""
|
||||
if COMFY_AVAILABLE:
|
||||
return comfy.utils.ProgressBar(total)
|
||||
return ProgressBar(total)
|
||||
|
||||
|
||||
def get_trellis_cache_dir() -> Path:
|
||||
"""Get the TRELLIS model cache directory."""
|
||||
cache_dir = TRELLIS_CACHE_DIR
|
||||
cache_dir.mkdir(parents=True, exist_ok=True)
|
||||
return cache_dir
|
||||
|
||||
|
||||
def is_trellis_model_downloaded() -> bool:
|
||||
"""Check if the TRELLIS model is already downloaded."""
|
||||
try:
|
||||
from huggingface_hub import snapshot_download, HfFileSystem
|
||||
|
||||
fs = HfFileSystem()
|
||||
# Check if model files exist in cache
|
||||
cache_dir = get_trellis_cache_dir()
|
||||
|
||||
# Look for model files
|
||||
model_dir = cache_dir / f"models--{TRELLIS_HF_REPO.replace('/', '--')}"
|
||||
if model_dir.exists():
|
||||
# Check for key files
|
||||
snapshots = model_dir / "snapshots"
|
||||
if snapshots.exists():
|
||||
# Check any snapshot directory
|
||||
for snapshot in snapshots.iterdir():
|
||||
if (snapshot / "config.json").exists():
|
||||
return True
|
||||
return False
|
||||
except Exception as e:
|
||||
logger.warning(f"Could not check TRELLIS model status: {e}")
|
||||
return False
|
||||
|
||||
|
||||
def ensure_trellis_model(pbar: Optional[ProgressBar] = None) -> str:
|
||||
"""
|
||||
Ensure the TRELLIS model is available, downloading if necessary.
|
||||
|
||||
Args:
|
||||
pbar: Optional progress bar for download progress
|
||||
|
||||
Returns:
|
||||
Path to the TRELLIS model directory
|
||||
"""
|
||||
try:
|
||||
from huggingface_hub import snapshot_download
|
||||
except ImportError:
|
||||
raise ImportError(
|
||||
"huggingface_hub is required for downloading TRELLIS2 model. "
|
||||
"Install with: pip install huggingface_hub"
|
||||
)
|
||||
|
||||
if is_trellis_model_downloaded():
|
||||
logger.info("TRELLIS2 model found in cache")
|
||||
cache_dir = get_trellis_cache_dir()
|
||||
model_dir = cache_dir / f"models--{TRELLIS_HF_REPO.replace('/', '--')}"
|
||||
# Return the actual model path
|
||||
snapshots = model_dir / "snapshots"
|
||||
for snapshot in snapshots.iterdir():
|
||||
if (snapshot / "config.json").exists():
|
||||
return str(snapshot)
|
||||
return str(model_dir)
|
||||
|
||||
logger.info(f"Downloading TRELLIS2 model from {TRELLIS_HF_REPO}...")
|
||||
logger.info("This may take a while (~8GB download)")
|
||||
|
||||
if pbar:
|
||||
pbar.update_absolute(0, 100, "Downloading TRELLIS2 model")
|
||||
|
||||
try:
|
||||
model_path = snapshot_download(
|
||||
TRELLIS_HF_REPO,
|
||||
local_dir_use_symlinks=False,
|
||||
)
|
||||
|
||||
if pbar:
|
||||
pbar.update_absolute(100, 100, "TRELLIS2 download complete")
|
||||
|
||||
logger.info(f"TRELLIS2 model downloaded to {model_path}")
|
||||
return model_path
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"Failed to download TRELLIS2 model: {e}")
|
||||
raise RuntimeError(
|
||||
f"Failed to download TRELLIS2 model from {TRELLIS_HF_REPO}. "
|
||||
f"Error: {e}\n"
|
||||
"Try manually downloading with:\n"
|
||||
f" huggingface-cli download {TRELLIS_HF_REPO}"
|
||||
)
|
||||
|
||||
|
||||
def check_trellis_dependencies() -> dict:
|
||||
"""
|
||||
Check if all TRELLIS2 dependencies are available.
|
||||
|
||||
Returns:
|
||||
Dictionary with status of each dependency
|
||||
"""
|
||||
status = {
|
||||
"trellis": False,
|
||||
"model_downloaded": False,
|
||||
"nvdiffrast": False,
|
||||
"cuda": False,
|
||||
"rembg": False,
|
||||
}
|
||||
|
||||
# Check TRELLIS package
|
||||
try:
|
||||
import trellis
|
||||
status["trellis"] = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
# Check model
|
||||
status["model_downloaded"] = is_trellis_model_downloaded()
|
||||
|
||||
# Check nvdiffrast
|
||||
try:
|
||||
import nvdiffrast
|
||||
status["nvdiffrast"] = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
# Check CUDA
|
||||
try:
|
||||
import torch
|
||||
status["cuda"] = torch.cuda.is_available()
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
# Check rembg
|
||||
try:
|
||||
import rembg
|
||||
status["rembg"] = True
|
||||
except ImportError:
|
||||
pass
|
||||
|
||||
return status
|
||||
|
||||
|
||||
def print_dependency_status():
|
||||
"""Print the status of all dependencies."""
|
||||
status = check_trellis_dependencies()
|
||||
|
||||
print("\nTRELLIS2 Dependency Status:")
|
||||
print("-" * 40)
|
||||
for name, available in status.items():
|
||||
icon = "OK" if available else "MISSING"
|
||||
print(f" [{icon}] {name}")
|
||||
|
||||
if not all(status.values()):
|
||||
print("\nTo install missing dependencies:")
|
||||
if not status["trellis"]:
|
||||
print(" pip install git+https://github.com/microsoft/TRELLIS.git")
|
||||
if not status["nvdiffrast"]:
|
||||
print(" pip install git+https://github.com/NVlabs/nvdiffrast.git")
|
||||
if not status["rembg"]:
|
||||
print(" pip install rembg")
|
||||
if not status["model_downloaded"]:
|
||||
print(f" huggingface-cli download {TRELLIS_HF_REPO}")
|
||||
@@ -0,0 +1,314 @@
|
||||
"""Mesh I/O utilities for TRELLIS2 meshes."""
|
||||
|
||||
import logging
|
||||
from pathlib import Path
|
||||
from typing import Any, Dict, Optional, Tuple, Union
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
# Try to import trimesh for mesh I/O
|
||||
try:
|
||||
import trimesh
|
||||
TRIMESH_AVAILABLE = True
|
||||
except ImportError:
|
||||
TRIMESH_AVAILABLE = False
|
||||
logger.warning("trimesh not available. Install with: pip install trimesh")
|
||||
|
||||
|
||||
def load_mesh(
|
||||
path: Union[str, Path],
|
||||
device: str = "cuda"
|
||||
) -> Dict[str, Any]:
|
||||
"""
|
||||
Load a mesh from file and convert to tensor format.
|
||||
|
||||
Args:
|
||||
path: Path to mesh file (supports .obj, .ply, .glb, .gltf)
|
||||
device: Device for output tensors
|
||||
|
||||
Returns:
|
||||
Dictionary containing mesh data:
|
||||
- vertices: [N, 3] tensor of vertex positions
|
||||
- faces: [F, 3] tensor of face indices
|
||||
- normals: [N, 3] tensor of vertex normals (if available)
|
||||
- uvs: [N, 2] tensor of texture coordinates (if available)
|
||||
- colors: [N, 3/4] tensor of vertex colors (if available)
|
||||
- textures: dict of texture images (if available)
|
||||
"""
|
||||
if not TRIMESH_AVAILABLE:
|
||||
raise ImportError("trimesh is required for mesh loading. Install with: pip install trimesh")
|
||||
|
||||
path = Path(path)
|
||||
if not path.exists():
|
||||
raise FileNotFoundError(f"Mesh file not found: {path}")
|
||||
|
||||
logger.info(f"Loading mesh from {path}")
|
||||
|
||||
# Load mesh
|
||||
mesh = trimesh.load(str(path), force='mesh')
|
||||
|
||||
result = {}
|
||||
|
||||
# Vertices
|
||||
vertices = torch.tensor(mesh.vertices, dtype=torch.float32, device=device)
|
||||
result["vertices"] = vertices
|
||||
|
||||
# Faces
|
||||
faces = torch.tensor(mesh.faces, dtype=torch.int64, device=device)
|
||||
result["faces"] = faces
|
||||
|
||||
# Normals
|
||||
if hasattr(mesh, 'vertex_normals') and mesh.vertex_normals is not None:
|
||||
normals = torch.tensor(mesh.vertex_normals, dtype=torch.float32, device=device)
|
||||
result["normals"] = normals
|
||||
|
||||
# UVs
|
||||
if hasattr(mesh.visual, 'uv') and mesh.visual.uv is not None:
|
||||
uvs = torch.tensor(mesh.visual.uv, dtype=torch.float32, device=device)
|
||||
result["uvs"] = uvs
|
||||
|
||||
# Vertex colors
|
||||
if hasattr(mesh.visual, 'vertex_colors') and mesh.visual.vertex_colors is not None:
|
||||
colors = torch.tensor(
|
||||
mesh.visual.vertex_colors[:, :3] / 255.0,
|
||||
dtype=torch.float32,
|
||||
device=device
|
||||
)
|
||||
result["colors"] = colors
|
||||
|
||||
# Textures (if PBR material)
|
||||
if hasattr(mesh.visual, 'material'):
|
||||
material = mesh.visual.material
|
||||
textures = {}
|
||||
|
||||
if hasattr(material, 'baseColorTexture') and material.baseColorTexture is not None:
|
||||
textures["albedo"] = np.array(material.baseColorTexture)
|
||||
|
||||
if hasattr(material, 'metallicRoughnessTexture') and material.metallicRoughnessTexture is not None:
|
||||
textures["metallic_roughness"] = np.array(material.metallicRoughnessTexture)
|
||||
|
||||
if hasattr(material, 'normalTexture') and material.normalTexture is not None:
|
||||
textures["normal"] = np.array(material.normalTexture)
|
||||
|
||||
if textures:
|
||||
result["textures"] = textures
|
||||
|
||||
# Store original mesh reference for advanced operations
|
||||
result["_trimesh"] = mesh
|
||||
|
||||
logger.info(
|
||||
f"Loaded mesh: {len(vertices)} vertices, {len(faces)} faces"
|
||||
)
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def save_mesh(
|
||||
mesh_data: Dict[str, Any],
|
||||
path: Union[str, Path],
|
||||
file_format: Optional[str] = None
|
||||
) -> None:
|
||||
"""
|
||||
Save mesh data to file.
|
||||
|
||||
Args:
|
||||
mesh_data: Dictionary containing mesh tensors
|
||||
path: Output file path
|
||||
file_format: Optional format override (obj, ply, glb, gltf)
|
||||
"""
|
||||
if not TRIMESH_AVAILABLE:
|
||||
raise ImportError("trimesh is required for mesh saving. Install with: pip install trimesh")
|
||||
|
||||
path = Path(path)
|
||||
path.parent.mkdir(parents=True, exist_ok=True)
|
||||
|
||||
# If we have the original trimesh, use it
|
||||
if "_trimesh" in mesh_data:
|
||||
mesh = mesh_data["_trimesh"]
|
||||
else:
|
||||
# Reconstruct from tensors
|
||||
vertices = mesh_data["vertices"].cpu().numpy()
|
||||
faces = mesh_data["faces"].cpu().numpy()
|
||||
|
||||
mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
|
||||
|
||||
if "normals" in mesh_data:
|
||||
mesh.vertex_normals = mesh_data["normals"].cpu().numpy()
|
||||
|
||||
if "colors" in mesh_data:
|
||||
colors = mesh_data["colors"].cpu().numpy()
|
||||
# Convert to 0-255 range and add alpha
|
||||
colors_255 = (colors * 255).astype(np.uint8)
|
||||
if colors_255.shape[1] == 3:
|
||||
alpha = np.full((len(colors_255), 1), 255, dtype=np.uint8)
|
||||
colors_255 = np.concatenate([colors_255, alpha], axis=1)
|
||||
mesh.visual.vertex_colors = colors_255
|
||||
|
||||
# Save
|
||||
mesh.export(str(path), file_type=file_format)
|
||||
logger.info(f"Saved mesh to {path}")
|
||||
|
||||
|
||||
def mesh_to_tensors(
|
||||
mesh: Any,
|
||||
device: str = "cuda"
|
||||
) -> Dict[str, torch.Tensor]:
|
||||
"""
|
||||
Convert a trimesh/TRELLIS mesh object to tensor dictionary.
|
||||
|
||||
Args:
|
||||
mesh: Mesh object (trimesh.Trimesh or TRELLIS mesh)
|
||||
device: Target device for tensors
|
||||
|
||||
Returns:
|
||||
Dictionary of mesh tensors
|
||||
"""
|
||||
result = {}
|
||||
|
||||
# Handle different mesh types
|
||||
if hasattr(mesh, 'vertices'):
|
||||
# trimesh or similar
|
||||
if isinstance(mesh.vertices, torch.Tensor):
|
||||
result["vertices"] = mesh.vertices.to(device)
|
||||
else:
|
||||
result["vertices"] = torch.tensor(mesh.vertices, dtype=torch.float32, device=device)
|
||||
|
||||
if hasattr(mesh, 'faces'):
|
||||
if isinstance(mesh.faces, torch.Tensor):
|
||||
result["faces"] = mesh.faces.to(device)
|
||||
else:
|
||||
result["faces"] = torch.tensor(mesh.faces, dtype=torch.int64, device=device)
|
||||
|
||||
# Handle TRELLIS-specific mesh format
|
||||
elif hasattr(mesh, 'v_pos'):
|
||||
result["vertices"] = mesh.v_pos.to(device)
|
||||
if hasattr(mesh, 't_pos_idx'):
|
||||
result["faces"] = mesh.t_pos_idx.to(device)
|
||||
|
||||
# Handle dictionary input
|
||||
elif isinstance(mesh, dict):
|
||||
for key, value in mesh.items():
|
||||
if isinstance(value, torch.Tensor):
|
||||
result[key] = value.to(device)
|
||||
elif isinstance(value, np.ndarray):
|
||||
result[key] = torch.tensor(value, device=device)
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def get_mesh_info(mesh_data: Dict[str, Any]) -> Dict[str, Any]:
|
||||
"""
|
||||
Get information about a mesh.
|
||||
|
||||
Args:
|
||||
mesh_data: Dictionary containing mesh tensors
|
||||
|
||||
Returns:
|
||||
Dictionary with mesh properties
|
||||
"""
|
||||
info = {}
|
||||
|
||||
if "vertices" in mesh_data:
|
||||
vertices = mesh_data["vertices"]
|
||||
info["num_vertices"] = len(vertices)
|
||||
info["vertex_min"] = vertices.min(dim=0).values.cpu().tolist()
|
||||
info["vertex_max"] = vertices.max(dim=0).values.cpu().tolist()
|
||||
info["vertex_center"] = vertices.mean(dim=0).cpu().tolist()
|
||||
|
||||
# Compute bounding box size
|
||||
bbox_min = vertices.min(dim=0).values
|
||||
bbox_max = vertices.max(dim=0).values
|
||||
bbox_size = bbox_max - bbox_min
|
||||
info["bbox_size"] = bbox_size.cpu().tolist()
|
||||
|
||||
if "faces" in mesh_data:
|
||||
info["num_faces"] = len(mesh_data["faces"])
|
||||
|
||||
if "normals" in mesh_data:
|
||||
info["has_normals"] = True
|
||||
|
||||
if "uvs" in mesh_data:
|
||||
info["has_uvs"] = True
|
||||
|
||||
if "colors" in mesh_data:
|
||||
info["has_colors"] = True
|
||||
|
||||
if "textures" in mesh_data:
|
||||
info["texture_types"] = list(mesh_data["textures"].keys())
|
||||
|
||||
return info
|
||||
|
||||
|
||||
def normalize_mesh(
|
||||
mesh_data: Dict[str, torch.Tensor],
|
||||
target_scale: float = 1.0
|
||||
) -> Dict[str, torch.Tensor]:
|
||||
"""
|
||||
Normalize mesh to fit within a unit cube centered at origin.
|
||||
|
||||
Args:
|
||||
mesh_data: Dictionary containing mesh tensors
|
||||
target_scale: Scale factor for the normalized mesh
|
||||
|
||||
Returns:
|
||||
Normalized mesh data
|
||||
"""
|
||||
vertices = mesh_data["vertices"]
|
||||
|
||||
# Compute center and scale
|
||||
center = vertices.mean(dim=0, keepdim=True)
|
||||
vertices_centered = vertices - center
|
||||
|
||||
max_extent = vertices_centered.abs().max()
|
||||
scale = target_scale / max_extent
|
||||
|
||||
# Apply normalization
|
||||
result = mesh_data.copy()
|
||||
result["vertices"] = vertices_centered * scale
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def combine_meshes(
|
||||
meshes: list,
|
||||
device: str = "cuda"
|
||||
) -> Dict[str, torch.Tensor]:
|
||||
"""
|
||||
Combine multiple meshes into a single mesh.
|
||||
|
||||
Args:
|
||||
meshes: List of mesh dictionaries
|
||||
device: Target device
|
||||
|
||||
Returns:
|
||||
Combined mesh dictionary
|
||||
"""
|
||||
all_vertices = []
|
||||
all_faces = []
|
||||
vertex_offset = 0
|
||||
|
||||
for mesh in meshes:
|
||||
vertices = mesh["vertices"]
|
||||
faces = mesh["faces"]
|
||||
|
||||
all_vertices.append(vertices)
|
||||
all_faces.append(faces + vertex_offset)
|
||||
|
||||
vertex_offset += len(vertices)
|
||||
|
||||
result = {
|
||||
"vertices": torch.cat(all_vertices, dim=0).to(device),
|
||||
"faces": torch.cat(all_faces, dim=0).to(device),
|
||||
}
|
||||
|
||||
# Combine other attributes if present
|
||||
if all(["normals" in m for m in meshes]):
|
||||
result["normals"] = torch.cat([m["normals"] for m in meshes], dim=0).to(device)
|
||||
|
||||
if all(["colors" in m for m in meshes]):
|
||||
result["colors"] = torch.cat([m["colors"] for m in meshes], dim=0).to(device)
|
||||
|
||||
return result
|
||||
@@ -0,0 +1,219 @@
|
||||
"""Video frame utilities for extraction and interpolation."""
|
||||
|
||||
import logging
|
||||
from typing import List, Tuple
|
||||
|
||||
import torch
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
def extract_frames(
|
||||
video_tensor: torch.Tensor,
|
||||
skip: int = 1,
|
||||
max_frames: int = 0
|
||||
) -> Tuple[List[torch.Tensor], List[int]]:
|
||||
"""
|
||||
Extract frames from a video tensor with optional frame skipping.
|
||||
|
||||
Args:
|
||||
video_tensor: Video frames as [N, H, W, C] tensor (ComfyUI format)
|
||||
skip: Process every Nth frame (1 = all frames, 2 = every other, etc.)
|
||||
max_frames: Maximum number of frames to extract (0 = no limit)
|
||||
|
||||
Returns:
|
||||
Tuple of:
|
||||
- frames: List of [H, W, C] tensors for each extracted frame
|
||||
- indices: List of original frame indices that were extracted
|
||||
"""
|
||||
total_frames = video_tensor.shape[0]
|
||||
|
||||
# Generate indices with skipping
|
||||
indices = list(range(0, total_frames, skip))
|
||||
|
||||
# Apply max_frames limit
|
||||
if max_frames > 0:
|
||||
indices = indices[:max_frames]
|
||||
|
||||
# Extract frames
|
||||
frames = [video_tensor[i] for i in indices]
|
||||
|
||||
logger.info(
|
||||
f"Extracted {len(frames)} frames from {total_frames} total "
|
||||
f"(skip={skip}, max={max_frames})"
|
||||
)
|
||||
|
||||
return frames, indices
|
||||
|
||||
|
||||
def interpolate_missing_frames(
|
||||
rendered_frames: List[torch.Tensor],
|
||||
original_indices: List[int],
|
||||
total_frames: int
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Interpolate frames that were skipped during processing.
|
||||
|
||||
Uses linear interpolation between the nearest processed frames to fill in gaps.
|
||||
|
||||
Args:
|
||||
rendered_frames: List of rendered [H, W, C] tensors for processed frames
|
||||
original_indices: The original frame indices that were processed
|
||||
total_frames: Total number of frames in the original video
|
||||
|
||||
Returns:
|
||||
Full video tensor [N, H, W, C] with all frames filled in
|
||||
"""
|
||||
if len(original_indices) == total_frames:
|
||||
# No interpolation needed
|
||||
return torch.stack(rendered_frames)
|
||||
|
||||
if len(rendered_frames) == 0:
|
||||
raise ValueError("No rendered frames provided")
|
||||
|
||||
# Get shape from first frame
|
||||
H, W, C = rendered_frames[0].shape
|
||||
device = rendered_frames[0].device
|
||||
dtype = rendered_frames[0].dtype
|
||||
|
||||
# Create output tensor
|
||||
output = torch.zeros(total_frames, H, W, C, dtype=dtype, device=device)
|
||||
|
||||
# Create a set for faster lookup
|
||||
processed_set = set(original_indices)
|
||||
|
||||
# Fill in processed frames
|
||||
for i, idx in enumerate(original_indices):
|
||||
output[idx] = rendered_frames[i]
|
||||
|
||||
# Interpolate gaps
|
||||
for frame_idx in range(total_frames):
|
||||
if frame_idx in processed_set:
|
||||
continue
|
||||
|
||||
# Find nearest processed frames before and after
|
||||
prev_idx = None
|
||||
next_idx = None
|
||||
|
||||
for idx in original_indices:
|
||||
if idx < frame_idx:
|
||||
prev_idx = idx
|
||||
elif idx > frame_idx:
|
||||
next_idx = idx
|
||||
break
|
||||
|
||||
# Handle edge cases
|
||||
if prev_idx is None:
|
||||
# Before first processed frame - use first frame
|
||||
output[frame_idx] = output[original_indices[0]]
|
||||
elif next_idx is None:
|
||||
# After last processed frame - use last frame
|
||||
output[frame_idx] = output[original_indices[-1]]
|
||||
else:
|
||||
# Interpolate between prev and next
|
||||
# Find which indices in original_indices correspond to prev/next
|
||||
prev_frame = output[prev_idx]
|
||||
next_frame = output[next_idx]
|
||||
|
||||
# Linear interpolation factor
|
||||
t = (frame_idx - prev_idx) / (next_idx - prev_idx)
|
||||
|
||||
# Interpolate pixel values
|
||||
output[frame_idx] = prev_frame * (1 - t) + next_frame * t
|
||||
|
||||
logger.info(
|
||||
f"Interpolated {total_frames - len(original_indices)} missing frames "
|
||||
f"(total: {total_frames})"
|
||||
)
|
||||
|
||||
return output
|
||||
|
||||
|
||||
def batch_to_list(batch_tensor: torch.Tensor) -> List[torch.Tensor]:
|
||||
"""
|
||||
Convert a batch tensor to a list of individual tensors.
|
||||
|
||||
Args:
|
||||
batch_tensor: [N, H, W, C] tensor
|
||||
|
||||
Returns:
|
||||
List of N tensors, each [H, W, C]
|
||||
"""
|
||||
return [batch_tensor[i] for i in range(batch_tensor.shape[0])]
|
||||
|
||||
|
||||
def list_to_batch(frame_list: List[torch.Tensor]) -> torch.Tensor:
|
||||
"""
|
||||
Convert a list of frame tensors to a batch tensor.
|
||||
|
||||
Args:
|
||||
frame_list: List of [H, W, C] tensors
|
||||
|
||||
Returns:
|
||||
Stacked tensor [N, H, W, C]
|
||||
"""
|
||||
return torch.stack(frame_list)
|
||||
|
||||
|
||||
def resize_frames(
|
||||
frames: torch.Tensor,
|
||||
width: int,
|
||||
height: int,
|
||||
mode: str = "bilinear"
|
||||
) -> torch.Tensor:
|
||||
"""
|
||||
Resize a batch of frames to a target resolution.
|
||||
|
||||
Args:
|
||||
frames: [N, H, W, C] tensor in ComfyUI format
|
||||
width: Target width
|
||||
height: Target height
|
||||
mode: Interpolation mode ("nearest", "bilinear", "bicubic")
|
||||
|
||||
Returns:
|
||||
Resized [N, height, width, C] tensor
|
||||
"""
|
||||
# ComfyUI format: [N, H, W, C]
|
||||
# PyTorch interpolate expects: [N, C, H, W]
|
||||
|
||||
n_frames = frames.shape[0]
|
||||
|
||||
# Convert to [N, C, H, W]
|
||||
frames_nchw = frames.permute(0, 3, 1, 2)
|
||||
|
||||
# Resize
|
||||
resized = torch.nn.functional.interpolate(
|
||||
frames_nchw,
|
||||
size=(height, width),
|
||||
mode=mode,
|
||||
align_corners=False if mode != "nearest" else None
|
||||
)
|
||||
|
||||
# Convert back to [N, H, W, C]
|
||||
resized_nhwc = resized.permute(0, 2, 3, 1)
|
||||
|
||||
return resized_nhwc
|
||||
|
||||
|
||||
def get_video_info(video_tensor: torch.Tensor) -> dict:
|
||||
"""
|
||||
Get information about a video tensor.
|
||||
|
||||
Args:
|
||||
video_tensor: [N, H, W, C] tensor
|
||||
|
||||
Returns:
|
||||
Dictionary with video properties
|
||||
"""
|
||||
n, h, w, c = video_tensor.shape
|
||||
|
||||
return {
|
||||
"num_frames": n,
|
||||
"height": h,
|
||||
"width": w,
|
||||
"channels": c,
|
||||
"dtype": str(video_tensor.dtype),
|
||||
"device": str(video_tensor.device),
|
||||
"min_value": video_tensor.min().item(),
|
||||
"max_value": video_tensor.max().item(),
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
{
|
||||
"last_node_id": 7,
|
||||
"last_link_id": 6,
|
||||
"nodes": [
|
||||
{
|
||||
"id": 1,
|
||||
"type": "LoadImage",
|
||||
"pos": [100, 200],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 0,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "IMAGE", "type": "IMAGE", "links": [1], "slot_index": 0},
|
||||
{"name": "MASK", "type": "MASK", "links": null}
|
||||
],
|
||||
"properties": {"Node name for S&R": "LoadImage"},
|
||||
"widgets_values": ["input_image.png", "image"]
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"type": "Trellis2Predict",
|
||||
"pos": [500, 200],
|
||||
"size": [280, 180],
|
||||
"flags": {},
|
||||
"order": 1,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "image", "type": "IMAGE", "link": 1}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "mesh", "type": "TRELLIS_MESH", "links": [2], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "Trellis2Predict"},
|
||||
"widgets_values": ["1024", 0, true, false, 50000]
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"type": "CameraTrajectory_T2",
|
||||
"pos": [500, 450],
|
||||
"size": [280, 350],
|
||||
"flags": {},
|
||||
"order": 2,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "links": [3], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "CameraTrajectory_T2"},
|
||||
"widgets_values": [
|
||||
"static",
|
||||
20.0,
|
||||
-15.0,
|
||||
0.0,
|
||||
2.5,
|
||||
60.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
false,
|
||||
30.0,
|
||||
"y"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"type": "MeshRenderer",
|
||||
"pos": [900, 280],
|
||||
"size": [280, 220],
|
||||
"flags": {},
|
||||
"order": 3,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "mesh", "type": "TRELLIS_MESH", "link": 2},
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "link": 3}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "rendered_image", "type": "IMAGE", "links": [4], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "MeshRenderer"},
|
||||
"widgets_values": [1920, 1080, "cel", "#000000", "dramatic", 1]
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"type": "RenderingEffects",
|
||||
"pos": [1300, 200],
|
||||
"size": [280, 400],
|
||||
"flags": {},
|
||||
"order": 4,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 4}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "processed", "type": "IMAGE", "links": [5], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "RenderingEffects"},
|
||||
"widgets_values": [
|
||||
0.3,
|
||||
0.8,
|
||||
20,
|
||||
0.0,
|
||||
0,
|
||||
1.5,
|
||||
"#000000",
|
||||
0.1,
|
||||
1.1,
|
||||
1.1,
|
||||
1.0
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"type": "SaveImage",
|
||||
"pos": [1700, 280],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 5,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 5}
|
||||
],
|
||||
"properties": {"Node name for S&R": "SaveImage"},
|
||||
"widgets_values": ["trellis2_effects"]
|
||||
}
|
||||
],
|
||||
"links": [
|
||||
[1, 1, 0, 2, 0, "IMAGE"],
|
||||
[2, 2, 0, 4, 0, "TRELLIS_MESH"],
|
||||
[3, 3, 0, 4, 1, "CAMERA_TRAJECTORY"],
|
||||
[4, 4, 0, 5, 0, "IMAGE"],
|
||||
[5, 5, 0, 6, 0, "IMAGE"]
|
||||
],
|
||||
"groups": [
|
||||
{
|
||||
"title": "1. Load Image",
|
||||
"bounding": [50, 100, 400, 450],
|
||||
"color": "#3f789e"
|
||||
},
|
||||
{
|
||||
"title": "2. Convert to 3D",
|
||||
"bounding": [460, 100, 380, 750],
|
||||
"color": "#8f5e8e"
|
||||
},
|
||||
{
|
||||
"title": "3. Render (Cel Shading)",
|
||||
"bounding": [860, 180, 380, 400],
|
||||
"color": "#5e8f6e"
|
||||
},
|
||||
{
|
||||
"title": "4. Post-Processing Effects",
|
||||
"bounding": [1260, 100, 380, 550],
|
||||
"color": "#e67e22"
|
||||
},
|
||||
{
|
||||
"title": "5. Save",
|
||||
"bounding": [1660, 180, 380, 450],
|
||||
"color": "#9b59b6"
|
||||
}
|
||||
],
|
||||
"config": {},
|
||||
"extra": {
|
||||
"info": {
|
||||
"name": "Effects Showcase (TRELLIS2)",
|
||||
"description": "Demonstrate cel shading, bloom, and other rendering effects.",
|
||||
"author": "ComfyUI-TRELLIS2_Motion",
|
||||
"version": "1.0"
|
||||
}
|
||||
},
|
||||
"version": 0.4
|
||||
}
|
||||
@@ -0,0 +1,146 @@
|
||||
{
|
||||
"last_node_id": 6,
|
||||
"last_link_id": 5,
|
||||
"nodes": [
|
||||
{
|
||||
"id": 1,
|
||||
"type": "LoadImage",
|
||||
"pos": [100, 200],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 0,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "IMAGE", "type": "IMAGE", "links": [1], "slot_index": 0},
|
||||
{"name": "MASK", "type": "MASK", "links": null}
|
||||
],
|
||||
"properties": {"Node name for S&R": "LoadImage"},
|
||||
"widgets_values": ["input_image.png", "image"]
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"type": "Trellis2Predict",
|
||||
"pos": [500, 200],
|
||||
"size": [280, 180],
|
||||
"flags": {},
|
||||
"order": 1,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "image", "type": "IMAGE", "link": 1}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "mesh", "type": "TRELLIS_MESH", "links": [2], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "Trellis2Predict"},
|
||||
"widgets_values": ["1024", 0, true, false, 50000]
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"type": "MultiAngleCamera",
|
||||
"pos": [500, 450],
|
||||
"size": [280, 180],
|
||||
"flags": {},
|
||||
"order": 2,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "links": [3], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "MultiAngleCamera"},
|
||||
"widgets_values": [8, 15.0, 2.5, 60.0, 0.0]
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"type": "MeshRenderer",
|
||||
"pos": [900, 280],
|
||||
"size": [280, 220],
|
||||
"flags": {},
|
||||
"order": 3,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "mesh", "type": "TRELLIS_MESH", "link": 2},
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "link": 3}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "rendered_image", "type": "IMAGE", "links": [4], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "MeshRenderer"},
|
||||
"widgets_values": [512, 512, "pbr", "#000000", "studio", 8]
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"type": "ImageGridComposite",
|
||||
"pos": [1300, 280],
|
||||
"size": [280, 150],
|
||||
"flags": {},
|
||||
"order": 4,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 4}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "IMAGE", "type": "IMAGE", "links": [5], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "ImageGridComposite"},
|
||||
"widgets_values": [4, 2, 5]
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"type": "SaveImage",
|
||||
"pos": [1700, 280],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 5,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 5}
|
||||
],
|
||||
"properties": {"Node name for S&R": "SaveImage"},
|
||||
"widgets_values": ["trellis2_multiview"]
|
||||
}
|
||||
],
|
||||
"links": [
|
||||
[1, 1, 0, 2, 0, "IMAGE"],
|
||||
[2, 2, 0, 4, 0, "TRELLIS_MESH"],
|
||||
[3, 3, 0, 4, 1, "CAMERA_TRAJECTORY"],
|
||||
[4, 4, 0, 5, 0, "IMAGE"],
|
||||
[5, 5, 0, 6, 0, "IMAGE"]
|
||||
],
|
||||
"groups": [
|
||||
{
|
||||
"title": "1. Load Image",
|
||||
"bounding": [50, 100, 400, 450],
|
||||
"color": "#3f789e"
|
||||
},
|
||||
{
|
||||
"title": "2. Convert to 3D",
|
||||
"bounding": [460, 100, 380, 580],
|
||||
"color": "#8f5e8e"
|
||||
},
|
||||
{
|
||||
"title": "3. Render Multi-View",
|
||||
"bounding": [860, 180, 380, 400],
|
||||
"color": "#5e8f6e"
|
||||
},
|
||||
{
|
||||
"title": "4. Composite Grid",
|
||||
"bounding": [1260, 180, 380, 300],
|
||||
"color": "#e67e22"
|
||||
},
|
||||
{
|
||||
"title": "5. Save",
|
||||
"bounding": [1660, 180, 380, 450],
|
||||
"color": "#9b59b6"
|
||||
}
|
||||
],
|
||||
"config": {},
|
||||
"extra": {
|
||||
"info": {
|
||||
"name": "Multi-View Preview (TRELLIS2)",
|
||||
"description": "Generate a grid of 8 viewing angles from a single image.",
|
||||
"author": "ComfyUI-TRELLIS2_Motion",
|
||||
"version": "1.0",
|
||||
"notes": "Requires an ImageGridComposite node or similar for the grid layout."
|
||||
}
|
||||
},
|
||||
"version": 0.4
|
||||
}
|
||||
@@ -0,0 +1,162 @@
|
||||
{
|
||||
"last_node_id": 7,
|
||||
"last_link_id": 6,
|
||||
"nodes": [
|
||||
{
|
||||
"id": 1,
|
||||
"type": "VHS_LoadVideo",
|
||||
"pos": [100, 200],
|
||||
"size": [300, 250],
|
||||
"flags": {},
|
||||
"order": 0,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "IMAGE", "type": "IMAGE", "links": [1], "slot_index": 0},
|
||||
{"name": "frame_count", "type": "INT", "links": null},
|
||||
{"name": "audio", "type": "VHS_AUDIO", "links": null}
|
||||
],
|
||||
"properties": {"Node name for S&R": "VHS_LoadVideo"},
|
||||
"widgets_values": ["input_video.mp4", "video", 0, false, true, 30]
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"type": "VideoToMeshes",
|
||||
"pos": [500, 200],
|
||||
"size": [280, 180],
|
||||
"flags": {},
|
||||
"order": 1,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 1}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "mesh_sequence", "type": "TRELLIS_MESH_SEQUENCE", "links": [2], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "VideoToMeshes"},
|
||||
"widgets_values": [3, 0, "1024", true, 0]
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"type": "CameraTrajectory_T2",
|
||||
"pos": [500, 450],
|
||||
"size": [280, 350],
|
||||
"flags": {},
|
||||
"order": 2,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "links": [3], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "CameraTrajectory_T2"},
|
||||
"widgets_values": [
|
||||
"static",
|
||||
20.0,
|
||||
-15.0,
|
||||
0.0,
|
||||
2.5,
|
||||
60.0,
|
||||
0.0,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"y"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"type": "MeshSequenceRenderer",
|
||||
"pos": [900, 200],
|
||||
"size": [280, 260],
|
||||
"flags": {},
|
||||
"order": 3,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "mesh_sequence", "type": "TRELLIS_MESH_SEQUENCE", "link": 2},
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "link": 3}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "rendered_video", "type": "IMAGE", "links": [4], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "MeshSequenceRenderer"},
|
||||
"widgets_values": [1920, 1080, "pbr", "#000000", "studio", false, 3, 5]
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"type": "OnionSkinning",
|
||||
"pos": [1300, 200],
|
||||
"size": [280, 320],
|
||||
"flags": {},
|
||||
"order": 4,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 4}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "onion_skinned", "type": "IMAGE", "links": [5], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "OnionSkinning"},
|
||||
"widgets_values": [3, 5, 0.3, "linear", "tinted", "#0066FF", "#FF6600", false, "over"]
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"type": "VHS_VideoCombine",
|
||||
"pos": [1700, 200],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 5,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 5}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "Filenames", "type": "VHS_FILENAMES", "links": null}
|
||||
],
|
||||
"properties": {"Node name for S&R": "VHS_VideoCombine"},
|
||||
"widgets_values": ["trellis2_onion_skin", 30, "video/h264-mp4", true, true, ""]
|
||||
}
|
||||
],
|
||||
"links": [
|
||||
[1, 1, 0, 2, 0, "IMAGE"],
|
||||
[2, 2, 0, 4, 0, "TRELLIS_MESH_SEQUENCE"],
|
||||
[3, 3, 0, 4, 1, "CAMERA_TRAJECTORY"],
|
||||
[4, 4, 0, 5, 0, "IMAGE"],
|
||||
[5, 5, 0, 6, 0, "IMAGE"]
|
||||
],
|
||||
"groups": [
|
||||
{
|
||||
"title": "1. Load Video",
|
||||
"bounding": [50, 100, 400, 400],
|
||||
"color": "#3f789e"
|
||||
},
|
||||
{
|
||||
"title": "2. Process Frames",
|
||||
"bounding": [460, 100, 380, 750],
|
||||
"color": "#8f5e8e"
|
||||
},
|
||||
{
|
||||
"title": "3. Render",
|
||||
"bounding": [860, 100, 380, 450],
|
||||
"color": "#5e8f6e"
|
||||
},
|
||||
{
|
||||
"title": "4. Onion Skinning",
|
||||
"bounding": [1260, 100, 380, 500],
|
||||
"color": "#e67e22"
|
||||
},
|
||||
{
|
||||
"title": "5. Export",
|
||||
"bounding": [1660, 100, 380, 450],
|
||||
"color": "#9b59b6"
|
||||
}
|
||||
],
|
||||
"config": {},
|
||||
"extra": {
|
||||
"info": {
|
||||
"name": "Onion Skinning Demo (TRELLIS2)",
|
||||
"description": "Demonstrate onion skinning effect on 3D mesh rendered video.",
|
||||
"author": "ComfyUI-TRELLIS2_Motion",
|
||||
"version": "1.0"
|
||||
}
|
||||
},
|
||||
"version": 0.4
|
||||
}
|
||||
@@ -0,0 +1,130 @@
|
||||
{
|
||||
"last_node_id": 5,
|
||||
"last_link_id": 4,
|
||||
"nodes": [
|
||||
{
|
||||
"id": 1,
|
||||
"type": "LoadImage",
|
||||
"pos": [100, 200],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 0,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "IMAGE", "type": "IMAGE", "links": [1], "slot_index": 0},
|
||||
{"name": "MASK", "type": "MASK", "links": null}
|
||||
],
|
||||
"properties": {"Node name for S&R": "LoadImage"},
|
||||
"widgets_values": ["input_image.png", "image"]
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"type": "Trellis2Predict",
|
||||
"pos": [500, 200],
|
||||
"size": [280, 180],
|
||||
"flags": {},
|
||||
"order": 1,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "image", "type": "IMAGE", "link": 1}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "mesh", "type": "TRELLIS_MESH", "links": [2], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "Trellis2Predict"},
|
||||
"widgets_values": ["1024", 0, true, false, 50000]
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"type": "CameraTrajectory_T2",
|
||||
"pos": [500, 450],
|
||||
"size": [280, 350],
|
||||
"flags": {},
|
||||
"order": 2,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "links": [3], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "CameraTrajectory_T2"},
|
||||
"widgets_values": [
|
||||
"orbit",
|
||||
20.0,
|
||||
-15.0,
|
||||
0.0,
|
||||
2.5,
|
||||
60.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
false,
|
||||
30.0,
|
||||
"y"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"type": "MeshRenderer",
|
||||
"pos": [900, 280],
|
||||
"size": [280, 220],
|
||||
"flags": {},
|
||||
"order": 3,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "mesh", "type": "TRELLIS_MESH", "link": 2},
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "link": 3}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "rendered_image", "type": "IMAGE", "links": [4], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "MeshRenderer"},
|
||||
"widgets_values": [1920, 1080, "pbr", "#000000", "studio", 1]
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"type": "SaveImage",
|
||||
"pos": [1300, 280],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 4,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 4}
|
||||
],
|
||||
"properties": {"Node name for S&R": "SaveImage"},
|
||||
"widgets_values": ["trellis2_novel_view"]
|
||||
}
|
||||
],
|
||||
"links": [
|
||||
[1, 1, 0, 2, 0, "IMAGE"],
|
||||
[2, 2, 0, 4, 0, "TRELLIS_MESH"],
|
||||
[3, 3, 0, 4, 1, "CAMERA_TRAJECTORY"],
|
||||
[4, 4, 0, 5, 0, "IMAGE"]
|
||||
],
|
||||
"groups": [
|
||||
{
|
||||
"title": "1. Load Image",
|
||||
"bounding": [50, 100, 400, 450],
|
||||
"color": "#3f789e"
|
||||
},
|
||||
{
|
||||
"title": "2. Convert to 3D Mesh & Set Camera",
|
||||
"bounding": [460, 100, 380, 750],
|
||||
"color": "#8f5e8e"
|
||||
},
|
||||
{
|
||||
"title": "3. Render & Save",
|
||||
"bounding": [860, 180, 800, 450],
|
||||
"color": "#5e8f6e"
|
||||
}
|
||||
],
|
||||
"config": {},
|
||||
"extra": {
|
||||
"info": {
|
||||
"name": "Single Image Novel View (TRELLIS2)",
|
||||
"description": "Convert a single image to 3D mesh using TRELLIS2 and render from a new camera angle.",
|
||||
"author": "ComfyUI-TRELLIS2_Motion",
|
||||
"version": "1.0"
|
||||
}
|
||||
},
|
||||
"version": 0.4
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
{
|
||||
"last_node_id": 6,
|
||||
"last_link_id": 5,
|
||||
"nodes": [
|
||||
{
|
||||
"id": 1,
|
||||
"type": "VHS_LoadVideo",
|
||||
"pos": [100, 200],
|
||||
"size": [300, 250],
|
||||
"flags": {},
|
||||
"order": 0,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "IMAGE", "type": "IMAGE", "links": [1], "slot_index": 0},
|
||||
{"name": "frame_count", "type": "INT", "links": null},
|
||||
{"name": "audio", "type": "VHS_AUDIO", "links": null}
|
||||
],
|
||||
"properties": {"Node name for S&R": "VHS_LoadVideo"},
|
||||
"widgets_values": ["input_video.mp4", "video", 0, false, true, 30]
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"type": "VideoToMeshes",
|
||||
"pos": [500, 200],
|
||||
"size": [280, 180],
|
||||
"flags": {},
|
||||
"order": 1,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 1}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "mesh_sequence", "type": "TRELLIS_MESH_SEQUENCE", "links": [2], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "VideoToMeshes"},
|
||||
"widgets_values": [5, 0, "1024", true, 0]
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"type": "CameraTrajectory_T2",
|
||||
"pos": [500, 450],
|
||||
"size": [280, 350],
|
||||
"flags": {},
|
||||
"order": 2,
|
||||
"mode": 0,
|
||||
"outputs": [
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "links": [3], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "CameraTrajectory_T2"},
|
||||
"widgets_values": [
|
||||
"orbit",
|
||||
15.0,
|
||||
0.0,
|
||||
0.0,
|
||||
2.5,
|
||||
60.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
true,
|
||||
30.0,
|
||||
"y"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"type": "MeshSequenceRenderer",
|
||||
"pos": [900, 280],
|
||||
"size": [280, 260],
|
||||
"flags": {},
|
||||
"order": 3,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "mesh_sequence", "type": "TRELLIS_MESH_SEQUENCE", "link": 2},
|
||||
{"name": "camera_trajectory", "type": "CAMERA_TRAJECTORY", "link": 3}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "rendered_video", "type": "IMAGE", "links": [4], "slot_index": 0}
|
||||
],
|
||||
"properties": {"Node name for S&R": "MeshSequenceRenderer"},
|
||||
"widgets_values": [1920, 1080, "pbr", "#000000", "studio", false, 3, 5]
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"type": "VHS_VideoCombine",
|
||||
"pos": [1300, 280],
|
||||
"size": [300, 300],
|
||||
"flags": {},
|
||||
"order": 4,
|
||||
"mode": 0,
|
||||
"inputs": [
|
||||
{"name": "images", "type": "IMAGE", "link": 4}
|
||||
],
|
||||
"outputs": [
|
||||
{"name": "Filenames", "type": "VHS_FILENAMES", "links": null}
|
||||
],
|
||||
"properties": {"Node name for S&R": "VHS_VideoCombine"},
|
||||
"widgets_values": ["trellis2_shifted", 30, "video/h264-mp4", true, true, ""]
|
||||
}
|
||||
],
|
||||
"links": [
|
||||
[1, 1, 0, 2, 0, "IMAGE"],
|
||||
[2, 2, 0, 4, 0, "TRELLIS_MESH_SEQUENCE"],
|
||||
[3, 3, 0, 4, 1, "CAMERA_TRAJECTORY"],
|
||||
[4, 4, 0, 5, 0, "IMAGE"]
|
||||
],
|
||||
"groups": [
|
||||
{
|
||||
"title": "1. Load Video",
|
||||
"bounding": [50, 100, 400, 400],
|
||||
"color": "#3f789e"
|
||||
},
|
||||
{
|
||||
"title": "2. Process & Configure Camera",
|
||||
"bounding": [460, 100, 380, 750],
|
||||
"color": "#8f5e8e"
|
||||
},
|
||||
{
|
||||
"title": "3. Render & Export",
|
||||
"bounding": [860, 180, 800, 450],
|
||||
"color": "#5e8f6e"
|
||||
}
|
||||
],
|
||||
"config": {},
|
||||
"extra": {
|
||||
"info": {
|
||||
"name": "Video Angle Shift (TRELLIS2)",
|
||||
"description": "Process video frames through TRELLIS2 and render from shifted camera angle.",
|
||||
"author": "ComfyUI-TRELLIS2_Motion",
|
||||
"version": "1.0"
|
||||
}
|
||||
},
|
||||
"version": 0.4
|
||||
}
|
||||
Reference in New Issue
Block a user