00:00Comfy Trellis 2 is now better than ever before, and this is because we have new amazing nodes implemented that will allow us to generate watertight meshes without any holes, with more detail, and more optimized textures
00:13I will show you exactly how to run Trellis 2 efficiently with low VRAM and how you can generate low-poly characters entirely for free on your own local machine
00:23Having said that, let's dive right into it
00:32Hey guys and welcome back to the channel
00:34As always, my name is Philip from Pixel Artistry, and today we will dive into the latest update of Trellis 2
00:41And this is really amazing because, especially with Visual Blender, you put a lot of effort into refining those nodes, to ensure that we don't even have..
00:50Holes anymore in our meshes, which was the biggest problem so far with Trellis 2
00:54And we don't even need a refiner now, like Ultra Shape, which I showed you in the last video, because now we can directly generate meshes from Trellis 2
01:03And to make the update happen, I will again use here the Configure Easy Install package, which I showed you in my last video in case you would like to see the installation in detail
01:11I will link it to you right here
01:13Apart from that, the only thing you need to do to update it is, in case you had it already, to go to the Update EasyInstall.bet
01:19Just double-click it and then make sure to wait until it is finished, and afterwards, you can just go to the Add-Ons folder and then just make sure that you again execute the..
01:30trellis to 2.8.bat, and once you have done that, what we can do next is launch Config by just going here to start Comi Flash Attention
01:37One thing I do notice a lot, and where some of us are still confused, is because it looks like an error message, but it's actually a message you can just ignore
01:48So, when you encounter this one here, the alert "Error Loading Model" message, you can simply ignore it
01:55It's just that when you open a new workflow and Config instantly finds the models, it will show you this one
02:02And this is especially true with Trellis 2
02:04So, just keep that in mind: you can ignore it
02:06This doesn't mean that your workflow won't run or that you will encounter an error in general
02:11All right
02:16I'm really excited to show you now the first new workflow, which is called the Trellis2 High-Quality Workflow, mainly developed by visual Bruno
02:22So, as always, shout out to him
02:24The only thing we need to do is drag in the Trellis2 High-Quality.json file here
02:31By the way, as always, you will find all workflows down below in the video description for download
02:35Once we open this up, you'll see that we have three sections here—well, actually four
02:41We have the name, where we can give it a name and upload our image
02:47Then next, we have the mesh generation
02:49We also have a refiner here, which will further improve the geometry
02:53And we have the texturing over here
02:55This workflow will Take in total around 14 GB of VRAM when you run it the first time
03:01But don't worry about it, because I will show you in a second also a low VRAM workflow, which will then allow you to also run Trellis 2 in low VRAM style
03:09So, just to show you how good this workflow actually is, how it works, and what great results we get with it, I’m going to upload my image here
03:19And once I’ve uploaded my image, I can then directly run the workflow by going here on the top and clicking "Run." Then, we’ll have a look in a second at the result
03:30Alright, and this is what we get
03:32The first thing you will notice is that with this workflow, we don’t get any halos anymore
03:37And the great thing is, we don't need a refiner anymore, like Ultra
03:40Shape or face, for example
03:43And I mean just look at this detail, which is really nice
03:46And you can see that this node is like filling holes, which would exist, you know
03:50And this one is filled now with a new node that is added in this workflow
03:55And this is called Fill Holes with Mesh Lip
03:57So, this one will make sure that you don't get any holes anymore
04:01When we take a look at the texture, actually, this is also what you can see over here—that we get quite a detailed result, which is great
04:10Of course, when you zoom in closer, you can see that some parts are still, yeah, not that defined and could definitely be improved
04:17And for this one, I always recommend going to Modif.com and then re-texturing it, in case you would like to
04:22See a dedicated video about modifying, you know, to retexture it, then let me know because I would definitely be up for it, to show it to you, you know, to retexture models that we take from Trellis 2, for example, and then bring it to the next level texturing-wise
04:36But apart from that, I think this is a great result
04:38One thing that still happens from time to time, and which is really important to mention, is that you will encounter sometimes this bug over here, like the vertical lines
04:49In case you encounter this, the only solution, and this is also written here in the repository by Visual Bruno, is actually to restart QuestUI and just make sure, also if it happens multiple times to you, just restart and be patient, and at some point
05:01It will work for you again
05:03This is also what I encounter at the moment, at some point, but this will hopefully be fixed in the near future
05:09Apart from that, I think this is really great
05:11We can even go here with higher settings
05:13So, I will quickly show you how you can get an even better result with this model
05:16By the way, the overall generation time for this one was 514 seconds, so quite long
05:24It was 8 and a half minutes, but this also depends on how complex your model is
05:28For simpler models, it can be much faster
05:30I'm using an NVIDIA RTX 4080, by the way, with 16 GB of VRAM
05:33However, for the workflow I’m going to show you in a second, you won’t need that much VRAM
05:39So, yeah, anyway, what we can do to increase the detail on your model..
05:44It’s always that we increase the step size
05:46So, as you can see, it’s set to 12 at the moment
05:48So, let’s increase that to something like 50
05:50This is really like high settings for this one, but it could definitely help us
05:55For this one, we don’t really need it because we are not generating the texture over here
06:01For sparse structure resolution, this is already on a good value with 32
06:06What we could also do, if your GPU allows, is to go to the higher resolution here
06:10And once you have that, one more thing we can do is increase the shape steps on the refiner
06:21Something like this could already work
06:23And for the texturing, make sure that you also increase it to 50 or more
06:26Something
06:28Make sure the texture size is set to 4K already to get the best results possible there
06:31And once we have that, we can then rerun the workflow and see what we get
06:34And this is the result with the improved settings
06:39And as you can see, it's a bit sharper for this model
06:41Maybe it's overall not the biggest difference
06:46Maybe that is more noticeable with organic characters, but overall it just looks great
06:49So definitely check that out for this one, since I didn't reload my VRM, you know, like unload the models here
06:57It took quite a while, 21 minutes, so quite a lot
06:59But this can always change when you, for example, reset config before running the workflow again or, you know, discharge your models over here to clear VM
07:03So just..
07:07Make sure to keep that in mind
07:11And of course, I didn't just generate this robot with the high-quality workflow
07:16So here, you can see different examples of different models with great quality
07:20So yeah, definitely make sure to check out the workflows yourself
07:24By the way, some of you also requested to see the wireframe and topology of these models
07:30And you will obviously see that once you load them into Blender, it's not great and definitely needs to be retopologized
07:36So, when I show you this now and blend it in, you will see that we have here this triangular high-poly topology
07:44So, this definitely still needs to be improved
07:46For example, in Hanuan 3D, there's also a video I made about how you can retopologize your characters
07:52from a high detail to a low poly one, and you can check it out here
07:56Apart from that, I'm still looking every day for new retopology methods we could have on Confui potentially
08:01But in case you know any, then please let me know down below
08:05But apart from that, this is more meant, you know, as a high-res skinned characters that you could use or for characters that just need a basic topology
08:18Next up, we also have a low poly workflow
08:21This one you can use in case you need it for your mobile game or, like, your game in general, or background props, for example
08:28It could also work
08:30So, this one will make sure that it's using a very small face count, and this also works really well because you can smooth
08:39It out, and with this note here, which says like Tread is to smooth normals, and this one will then make sure that you get a smooth texture
08:46So I will show you this in a second by running the workflow
08:50And I used for this workflow, by the way, this image over here from this guy
08:54And once it generated, as you can see, this is then our result
08:58And we can also see that the texture is kind of smoothed
09:02So from a distance, this can definitely work great like this
09:05And this is with a face count of 5,000, so I think this is great
09:11And you can also give it a name here if you want
09:17All right, next up, we then have the Low VRAM workflow, and this is simply the high-quality workflow but with adjusted nodes and settings
09:24And you will notice here that for For example, I set here the resolution and pipeline type to 512, but it will still give us a great result, which I will show you in a second
09:33I'm also using here a new node called Trellis to Remesh, but this one still needs a bit more revamp
09:40And what you will notice here as well in this workflow is that we have a new node called Trellis to Remesh with Quad
09:48And this one takes less VRAM than the normal Trellis to Remesh
09:51So I can definitely recommend enabling this one here
09:56I just leave both options to you
09:58We will do the same for the Mesh Refiner
10:00Here I also set a resolution of 512, and I made sure to use the Remesh with Quad method
10:06So let's bypass this one with Ctrl and B
10:08And for the texturing part, you also need to..
10:14Decide what resolution and texture size you would like here
10:16This should work with the settings we have here
10:18But in case you run out of VRAM or something, make sure that you decrease this to a value like 24 or 48, for example, like this
10:27And then make sure to run the workflow
10:30This should peak at around 8 to 10 GB of VRAM with the right settings
10:35And depending on your input image, it could also just use 8 GB of VRAM because it's always dependent on how detailed your image is in the end
10:44So let's run this workflow to see what we get
10:47All right
10:51And once generated, we can see that this is the result we get from our character, and we can also go here to Model and then look at the normal
10:55And as you can see, this is then the result we get
10:57I will also show you later how you can fix those issues
11:02Let's say it like this in Blender: this is a very easy fix, but we still get kind of nice facial details
11:08By the way, here's also a side-by-side comparison where you see the different Remesh options that I just showed you with the nodes
11:15So, this is with the Remesh Quad method, where we have a bit more smooth areas over here, but this will be faster and use less VRAM
11:24And this one is the normal Remesh, where we have a bit more smoothly shaped overall, but it will be a bit slower and require more VRAM
11:31Alright
11:38And last but not least, I also wanted to quickly show you how you can fix in Blender this kind of faceted look that you sometimes get with mods
11:43And Trellis 2
11:48We're working actively on a solution to fix it directly in Comi, but it's still in the development phase
11:52Let's say it like that
11:54So, this is what we have to deal with right now
11:56But luckily, there's a really easy fix for that
11:58It will only take you one to two minutes to fix it for your models
12:02Basically, what we need to do is import our model into Blender
12:06Once we have it here, the first step is to select the model, then press Tab to go into Edit Mode, and then we have everything selected here
12:15If you don't already have it selected, just hit A, and all vertices will be selected
12:19Then, make sure to hit M and choose 'Merge by Distance.' This will then merge all vertices that are not connected
12:25Connected yet, because with GV files that can sometimes happen
12:30Then we switch back to object mode by pressing tab or going over here
12:34And once we have that, now we can already start to smooth out those parts over here
12:38So, what I can do is go to Sculpt, and what we can do now is that I'm going in here and say use unified strength
12:46Then I will lower this value to something like 0.2
12:48And now, what I can do is hit Shift and then just left mouse button
12:53And what you will notice is that, you know, we will keep the detail, like most of the details from our mesh, but it will fix all this weird faceting that we see that came with Trellis 2
13:05So, I think this is a really great approach and an easy fix
13:07And you can do this now for the rest of the model as well
13:10Well, all right
13:13And once we smooth this part, you will see actually that we now have a really clean character without this faceted look
13:17So I think that's really great
13:19You can even refine it here a bit more, but overall, I think this looks great now
13:24And you can do that with each part to get a really clean result with your model, even though it comes out a bit rough sometimes
13:30And the best thing is, of course, that when we switch back to textured mode again, we still keep our texture
13:36I think this is also really great, because we don't have texture distortions or anything
13:44What you might notice is that sometimes, in your texture, it could happen that you get those dark streaks, like we see here, those small ones
13:50This is mainly..
13:52Because there are too many vertices then, and this is causing the UVs to mess up at this point
13:56So, what you can do is decrease this value here to around 500,000, something like this, and make sure to set it here as well as in here
14:09Then, we can run the workflow again and see what we get
14:13Once finished, you can see that when we zoom in on his skin now, we have way fewer issues
14:16So, this is definitely something you can consider, just going a little bit more low-poly, and then your skin should be kind of fixed
14:26By the way, this workflow only took about 178 seconds, which is quite good for this amount of texturing steps, refinement, and so on
14:35So, yeah, just for you to know what you can expect in the end
14:39The great thing is by..
14:42The way that we now also have a new node called Trellis to batch simplify mesh and export
14:47And this will allow you to generate multiple models at once
14:52It will generate them with like 2 million faces, but it reduces them down to 1,000 faces, which is really great for exploring the best settings for you
15:01I think this is fantastic
15:03We can also give it a name here, something like "Weapon." Once we have that, we can run the workflow here
15:08All right
15:14 And once it's done, you might not see any preview 3D models here, but that is normal because they are all in our output folder, and it generated a bunch of models
15:19They will all be there, but we can easily view them in Blender
15:24So, what you can do is go to your Blender file
15:26Open import GAB
15:28Then we go to our output folder, and here you will see they are labeled as weapon, and we have all of them in this folder
15:35So I can just simply import all of them, and we can look at them then in Blender side by side
15:40You will see here in the statistics on the top that this is the most low-poly one, and then it goes up like this
15:48We can see with each step that we get more detail in it, and I think this is a really cool way to find the best settings for your model, actually, and how much resolution you will need in the end
15:58Last but not least, I also wanted to show you the multi-view workflow, but this one is more like a merge views workflow
16:10One really cool thing is that we are combining different characters
16:12Together, like different props and characters
16:14For example, here we see this woman character and we have her wings
16:17And now we can merge them together, you know, by using this node over here, which is the Image Batch Multi
16:24You can also update the input size over here by clicking on three or four or something, and then update input
16:30And then you could also add even more inputs to your image
16:34And just to show you quickly what it's doing, I will just run the workflow and then we can have a look at the result in a second
16:40All right
16:42And once the generation is done, you will then get something like this, and you will see it didn't work perfectly
16:46Like my expectation was that maybe the wings are already attached to her back
16:53But Probably, we would need to adjust this image here to raise the wings or something like this, and then try it again
16:58So it won't work every time
17:03You can also always play around with the seeds here, so make sure to set this to, for example, randomize, and then you will get different results
17:08If you are happy with one seed, you can change this to a fixed value and then work from there
17:14But what we can do actually is, when we have this result here, is that we, for example, go into Blender, then I'm going to import our file that we just generated
17:22Once I have it imported, what I can do now is merge all the vertices
17:27So, I’m going into edit mode by pressing Tab, and then right-click, select Merge Vertices by Distance
17:35This is… By the way, always a great tip when you're working with Trellis 2 files out of confidence, because as you can see, there are a lot of loose vertices
17:44So just make sure to do that one time, and then your mesh is not loose anymore
17:47And what you can do now is go back into the edit mode, then select Mesh > Separate by Loose Parts
17:54This will then separate the wings from her body, actually
17:58And this is great because now we can, for example, reposition the wings by going into the front view by pressing 1 on the numpad
18:08Then we could move this up, maybe something like this here, you know, and then we even have them split, which I think is amazing
18:14As you can see, her face didn't turn out that great
18:16That's still a..
18:18Weakness with thread to texturing, unfortunately
18:20So this is why I recommend usually to use modifiers
18:22As mentioned, if you would like to see a video about that in detail, then let me know down below
18:29As always, you will find all workflows below, free for download
18:31And make sure, in case you have enjoyed this video, to subscribe to the channel and to join our free newsletter, FutureFrames
18:39Having said that, see you on the next.