-
-[//]: # ( )
-
-[//]: # ( )
-
-[//]: # ( )
-
-
-## Apple MLX Port (Apple Silicon)
-
-This fork adds native **MLX inference** for the full Hunyuan3D-2.1 pipeline on Apple Silicon Macs — both shape generation (image → mesh) and PBR texture synthesis (mesh + reference image → textured GLB).
-
-### Weights
-
-Pre-converted MLX weights are hosted on HuggingFace and auto-downloaded on first use:
-
-> [`dgrauet/hunyuan3d-2.1-mlx`](https://huggingface.co/dgrauet/hunyuan3d-2.1-mlx)
-
-If you'd rather convert from the original PyTorch checkpoints yourself:
+**One-command image → textured 3D on Apple Silicon.** A tuned, packaged build of Tencent's Hunyuan3D 2.1, running natively on Mac GPUs via Apple MLX — no NVIDIA, no CUDA, no cloud.
```bash
-pip install mlx-forge
-mlx-forge convert hunyuan3d-2.1 --output ./models/hunyuan3d-2.1-mlx
-# or quantized for 16GB Macs:
-mlx-forge convert hunyuan3d-2.1 --quantize --bits 8 --output ./models/hunyuan3d-2.1-mlx
+python generate_e2e.py your_image.png --output out/mymesh
+# → out/mymesh.glb (PBR-textured mesh) + out/mymesh_shape.glb (untextured)
```
-Override the default HF lookup by setting `HUNYUAN3D_MLX_WEIGHTS_DIR=/path/to/local/models`.
-
-### Install
-
-```bash
-pip install mlx mlx-arsenal safetensors Pillow trimesh scikit-image PyMCubes scipy
-pip install huggingface_hub xatlas opencv-python # for Stage 2
-```
-
-### Stage 1 — Shape Generation (image → mesh)
-
-```python
-from hy3dshape.hy3dshape.pipeline_mlx import ShapePipeline
-
-pipe = ShapePipeline.from_pretrained("dgrauet/hunyuan3d-2.1-mlx")
-mesh = pipe("your_image.png", num_inference_steps=50, guidance_scale=7.5, octree_resolution=256)
-mesh.export("output.glb")
-```
-
-### Stage 2 — PBR Texture Synthesis (mesh + reference → textured GLB)
-
-```python
-from textureGenPipeline_mlx import Hunyuan3DPaintConfigMLX, Hunyuan3DPaintPipelineMLX
-
-cfg = Hunyuan3DPaintConfigMLX(max_num_view=6, resolution=512)
-pipe = Hunyuan3DPaintPipelineMLX(cfg)
-pipe(
- mesh_path="mesh.glb",
- image_path="reference.png",
- output_mesh_path="textured.obj",
- save_glb=True,
-)
-```
-
-Output: `textured.glb` with 2048² PBR albedo + metallic-roughness textures baked onto the mesh UVs (~9 min for 6 views at 512px on an M2 Pro).
-
-Defaults match the PyTorch reference config exactly, with one documented exception: `texture_size=2048` (PT uses 4096). The MLX Metal rasterizer has no tiling and would exceed the GPU command-buffer budget at 4096² on laptop GPUs (`kIOGPUCommandBufferCallbackErrorImpactingInteractivity`). Every other knob — `max_num_view`, `render_size`, `num_inference_steps`, `guidance_scale`, bake mode, inpaint method — is PT-identical.
-
-### End-to-end (image → textured GLB)
-
-`tests/test_stage1_to_stage2.py` chains both stages on a single reference image. Stage 1's dense marching-cubes mesh is automatically remeshed to ~40k faces before Stage 2's bake (the Metal rasterizer can't handle Stage 1's raw ~500k faces at `texture_size=2048`).
-
-### Memory Requirements
-
-| Precision | DiT Size | Peak Memory | Recommended Mac |
-|-----------|----------|-------------|-----------------|
-| FP16 | 5.7 GB | ~10 GB | 32 GB+ |
-| INT8 | 3.0 GB | ~6 GB | 16 GB+ |
-| INT4 | 1.6 GB | ~4 GB | 16 GB |
-
-Stage 2 (paint) adds ~6 GB peak for the UNet + VAE + DINOv2 at fp32.
-
-### Scope
-
-- ✅ **Stage 1** (shape generation): fully ported to MLX, validated numerically against PyTorch (1e-5)
-- ✅ **Stage 2** (PBR texture synthesis): fully ported to MLX, full UNet match within 1.17e-5 vs PyTorch
- - Metal rasterizer, UNet 2.5D with dual-stream reference attention, VAE, DINOv2, v_prediction scheduler
- - **Cosine-weighted bake blend** (PT-parity `fast_bake_texture`) smooths across face seams
- - **Mesh-aware vertex-color propagation + face barycentric raster**, `cv2.INPAINT_NS` (PT-parity), plus an EDT nearest-fill post-pass that pads UV gutters so 3D viewers doing bilinear sampling across island boundaries never pull in the atlas background
- - **RealESRGAN x4 super-resolution** in MLX (512² → 2048² per view before bake)
- - **GLB export**: PBRMaterial with sRGB `baseColorTexture`, `metallicRoughnessTexture` (glTF channel order), `doubleSided=true`
- - All pipeline defaults now match the PyTorch reference exactly (see porting principle in `docs/forward_pass.md`)
-
-### Texture quality notes
-
-- Reference image must match the mesh content (e.g. mermaid image on mermaid mesh). Cross-pairing produces fragmented atlases since the diffusion's albedo views can't coherently project onto an unrelated 3D layout.
-- Tested on `assets/case_1/mesh.glb` (fox) and `assets/case_2/mesh.glb` (mermaid) — all 6/6 views clean with PT-aligned defaults.
-
---
-## 🔥 News
+## What this is (provenance & credit)
-- Jul 26, 2025: 🤗 We release the first open-source, simulation-capable, immersive 3D world generation model, [HunyuanWorld-1.0](https://github.com/Tencent-Hunyuan/HunyuanWorld-1.0)!
-- Jun 19, 2025: 👋 We present the [technical report](https://arxiv.org/pdf/2506.15442) of Hunyuan3D-2.1, please check out the details and spark some discussion!
-- Jun 13, 2025: 🤗 We release the first production-ready 3D asset generation model, Hunyuan3D-2.1!
+A **fork of a fork** — three layers, credited honestly:
-> Join our **[Wechat](#)** and **[Discord](https://discord.gg/dNBrdrGGMa)** group to discuss and find help from us.
+1. **Tencent Hunyuan3D 2.1** — the actual models: `Hunyuan3D-Shape-v2-1` (3.3B, image→mesh) + `Hunyuan3D-Paint-v2-1` (2B, PBR texture). Originally **CUDA/NVIDIA only**.
+2. **[dgrauet/Hunyuan3D-2.1-mlx](https://github.com/dgrauet/Hunyuan3D-2.1-mlx)** — the hard part: a native **MLX (Metal)** port of *both* stages. fp16, no bf16 dependency → runs on **any** Apple Silicon Mac (M1–M5). This is what made it work on a Mac at all.
+3. **This build (MODELBEAST / `mrp`)** — the usability + tuning layer on top of dgrauet (below).
-| Wechat Group | Xiaohongshu | X | Discord |
-|--------------------------------------------------|-------------------------------------------------------|---------------------------------------------|---------------------------------------------------|
-| | | | |
+## What *we* added over upstream
-## 🤗 Community Contribution Leaderboard
-1. By [@visualbruno](https://github.com/visualbruno)
- - ComfyUI-Hunyuan3d-2-1: https://github.com/visualbruno/ComfyUI-Hunyuan3d-2-1
-2. By [@VR-Jobs](https://github.com/VR-Jobs)
- - Hunyuan3d-2-1 Unity Support: https://github.com/VR-Jobs/Hunyuan3D-2.1-Unity-XR-PC-Phone
+- **`generate_e2e.py`** — a single command chaining Stage 1 (shape) → Stage 2 (PBR texture). Upstream only shipped a test script. Flags: `--steps --guidance --octree-resolution --max-num-view --view-resolution --texture-size --remesh-faces --seed --no-texture`; prints per-stage timings + peak memory.
+- **Env-tunable bake mesh** — `HY3D_REMESH_FACES` (upstream hard-coded 40k). The **single biggest quality lever** — it's what un-melts faces.
+- **Studio-quality defaults** — `octree 384 / texture 4096 / remesh 120k`, **verified watchdog-free on M3 *and* M1 Ultra**. Upstream capped texture at 2048 because laptop GPUs hit a Metal command-buffer limit; Studio-class GPUs don't, and the existing tiling handles 4096².
+- **[HARDWARE.md](HARDWARE.md)** — exact RAM needs per precision and per Mac.
+- **Slimmed for inference** — upstream training data (`mini_trainset`) + demo images stripped (~165 MB → ~9 MB). Recover any time via `git fetch upstream` (github.com/dgrauet).
-## ☯️ **Hunyuan3D 2.1**
-
-### Architecture
-
-Tencent Hunyuan3D-2.1 is a scalable 3D asset creation system that advances state-of-the-art 3D generation through two pivotal innovations: Fully Open-Source Framework and Physically-Based Rendering (PBR) Texture Synthesis. For the first time, the system releases full model weights and training code, enabling community developers to directly fine-tune and extend the model for diverse downstream applications. This transparency accelerates academic research and industrial deployment. Moreover, replacing the prior RGB-based texture model, the upgraded PBR pipeline leverages physics-grounded material simulation to generate textures with photorealistic light interaction (e.g., metallic reflections, subsurface scattering).
-
-
-
-
-
-### Performance
-
-We have evaluated Hunyuan3D 2.1 with other open-source as well as close-source 3d-generation methods.
-The numerical results indicate that Hunyuan3D 2.1 surpasses all baselines in the quality of generated textured 3D assets
-and the condition following ability.
-
-| Model | ULIP-T(⬆) | ULIP-I(⬆) | Uni3D-T(⬆) | Uni3D-I(⬆) |
-|-------------------------|-----------|-------------|-------------|---------------|
-| Michelangelo | 0.0752 | 0.1152 | 0.2133 | 0.2611 |
-| Craftsman | 0.0745 | 0.1296 | 0.2375 | 0.2987 |
-| TripoSG | 0.0767 | 0.1225 | 0.2506 | 0.3129 |
-| Step1X-3D | 0.0735 | 0.1183 | 0.2554 | 0.3195 |
-| Trellis | 0.0769 | 0.1267 | 0.2496 | 0.3116 |
-| Direct3D-S2 | 0.0706 | 0.1134 | 0.2346 | 0.2930 |
-| Hunyuan3D-Shape-2.1 | **0.0774** | **0.1395** | **0.2556** | **0.3213** |
-
-
-| Model | CLIP-FiD(⬇) | CMMD(⬇) | CLIP-I(⬆) | LPIPS(⬇) |
-|-------------------------|-----------|-------------|-------------|---------------|
-| SyncMVD-IPA | 28.39 | 2.397 | 0.8823 | 0.1423 |
-| TexGen | 28.24 | 2.448 | 0.8818 | 0.1331 |
-| Hunyuan3D-2.0 | 26.44 | 2.318 | 0.8893 | 0.1261 |
-| Hunyuan3D-Paint-2.1 | **24.78** | **2.191** | **0.9207** | **0.1211** |
-
-
-
-## 🎁 Models Zoo
-
-It takes 10 GB VRAM for shape generation, 21GB for texture generation and 29GB for shape and texture generation in total.
-
-
-| Model | Description | Date | Size | Huggingface |
-|----------------------------|-----------------------------|------------|------|-------------------------------------------------------------------------------------------|
-| Hunyuan3D-Shape-v2-1 | Image to Shape Model | 2025-06-14 | 3.3B | [Download](https://huggingface.co/tencent/Hunyuan3D-2.1/tree/main/hunyuan3d-dit-v2-1) |
-| Hunyuan3D-Paint-v2-1 | Texture Generation Model | 2025-06-14 | 2B | [Download](https://huggingface.co/tencent/Hunyuan3D-2.1/tree/main/hunyuan3d-paintpbr-v2-1) |
-
-
-## 🤗 Get Started with Hunyuan3D 2.1
-
-Hunyuan3D 2.1 supports Macos, Windows, Linux. You may follow the next steps to use Hunyuan3D 2.1 via:
-
-### Install Requirements
-We test our model with Python 3.10 and PyTorch 2.5.1+cu124.
-```bash
-pip install torch==2.5.1 torchvision==0.20.1 torchaudio==2.5.1 --index-url https://download.pytorch.org/whl/cu124
-pip install -r requirements.txt
-
-cd hy3dpaint/custom_rasterizer
-pip install -e .
-cd ../..
-cd hy3dpaint/DifferentiableRenderer
-bash compile_mesh_painter.sh
-cd ../..
-
-wget https://github.com/xinntao/Real-ESRGAN/releases/download/v0.1.0/RealESRGAN_x4plus.pth -P hy3dpaint/ckpt
-```
-
-### Code Usage
-
-We designed a diffusers-like API to use our shape generation model - Hunyuan3D-Shape and texture synthesis model -
-Hunyuan3D-Paint.
-
-```python
-import sys
-sys.path.insert(0, './hy3dshape')
-sys.path.insert(0, './hy3dpaint')
-from textureGenPipeline import Hunyuan3DPaintPipeline
-from textureGenPipeline import Hunyuan3DPaintPipeline, Hunyuan3DPaintConfig
-from hy3dshape.pipelines import Hunyuan3DDiTFlowMatchingPipeline
-
-# let's generate a mesh first
-shape_pipeline = Hunyuan3DDiTFlowMatchingPipeline.from_pretrained('tencent/Hunyuan3D-2.1')
-mesh_untextured = shape_pipeline(image='assets/demo.png')[0]
-
-paint_pipeline = Hunyuan3DPaintPipeline(Hunyuan3DPaintConfig(max_num_view=6, resolution=512))
-mesh_textured = paint_pipeline(mesh_path, image_path='assets/demo.png')
-```
-
-
-### Gradio App
-
-You could also host a [Gradio](https://www.gradio.app/) App in your own computer via:
+## Quick start
+Python **3.11** (the ML stack pins old numpy; 3.12+ won't build it).
```bash
-python3 gradio_app.py \
- --model_path tencent/Hunyuan3D-2.1 \
- --subfolder hunyuan3d-dit-v2-1 \
- --texgen_model_path tencent/Hunyuan3D-2.1 \
- --low_vram_mode
+uv venv --python 3.11 .venv && source .venv/bin/activate # or: python3.11 -m venv .venv
+uv pip install mlx mlx-arsenal torch torchvision transformers timm \
+ huggingface_hub safetensors numpy scipy scikit-image PyMCubes \
+ trimesh pygltflib xatlas opencv-python pillow pymeshlab \
+ einops omegaconf pyyaml tqdm torchdiffeq diffusers accelerate fast_simplification
+
+export HF_HUB_DISABLE_XET=1
+python generate_e2e.py your_image.png --output out/mymesh
```
+Weights (~13 GB, fp16 MLX, **public — no HF login**) auto-download on first run from `dgrauet/hunyuan3d-2.1-mlx`. Override with `HUNYUAN3D_MLX_WEIGHTS_DIR`. Best results: feed a **background-removed cutout**.
-## 🔗 BibTeX
+## Quality vs speed (generate_e2e.py flags)
-If you found this repository helpful, please cite our reports:
+| | fast draft | **default (studio)** | max |
+|---|---|---|---|
+| `--texture-size` | 2048 | **4096** | 4096 |
+| `--remesh-faces` | 40000 | **120000** | 200000 |
+| `--octree-resolution` | 256 | **384** | 384 |
+| `--max-num-view` | 6 | 6 | 8–12 |
+| time (M3 Ultra) | ~260 s | ~380 s | longer |
+| output | 7.6 MB / 40k faces | 21.5 MB / 120k faces | larger |
-```bibtex
-@misc{hunyuan3d2025hunyuan3d,
- title={Hunyuan3D 2.1: From Images to High-Fidelity 3D Assets with Production-Ready PBR Material},
- author={Tencent Hunyuan3D Team},
- year={2025},
- eprint={2506.15442},
- archivePrefix={arXiv},
- primaryClass={cs.CV}
-}
+`--no-texture` = Stage 1 only (geometry, ~2.5 min, ~10 GB RAM).
-@misc{hunyuan3d22025tencent,
- title={Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation},
- author={Tencent Hunyuan3D Team},
- year={2025},
- eprint={2501.12202},
- archivePrefix={arXiv},
- primaryClass={cs.CV}
-}
+## Hardware (full table in [HARDWARE.md](HARDWARE.md))
-@misc{yang2024hunyuan3d,
- title={Hunyuan3D 1.0: A Unified Framework for Text-to-3D and Image-to-3D Generation},
- author={Tencent Hunyuan3D Team},
- year={2024},
- eprint={2411.02293},
- archivePrefix={arXiv},
- primaryClass={cs.CV}
-}
-```
+Peak **~20 GB** fp16 for the full textured pipeline (measured). **Min 16 GB** (INT8/INT4) or **24 GB** (fp16, tight) · **32 GB recommended**. Any M1→M5 — fp16-MLX path, no bf16 gotcha.
-## Acknowledgements
+Measured full textured gen: **M3 Ultra ~380 s**, **M1 Ultra ~750 s** (4096 / 120k).
-We would like to thank the contributors to
-the [TripoSG](https://github.com/VAST-AI-Research/TripoSG), [Trellis](https://github.com/microsoft/TRELLIS), [DINOv2](https://github.com/facebookresearch/dinov2), [Stable Diffusion](https://github.com/Stability-AI/stablediffusion), [FLUX](https://github.com/black-forest-labs/flux), [diffusers](https://github.com/huggingface/diffusers), [HuggingFace](https://huggingface.co), [CraftsMan3D](https://github.com/wyysf-98/CraftsMan3D), [Michelangelo](https://github.com/NeuralCarver/Michelangelo/tree/main), [Hunyuan-DiT](https://github.com/Tencent-Hunyuan/HunyuanDiT), and [HunyuanVideo](https://github.com/Tencent-Hunyuan/HunyuanVideo) repositories, for their open research and
-exploration.
+## ⚠️ License
-## Star History
+Inherits the **Tencent Hunyuan Non-Commercial License** (see `LICENSE` / `Notice.txt`). **Non-commercial use only** — share and use accordingly.
-
-
-
-
-
-
-
+## Credits
+
+Tencent Hunyuan3D team (models) · [@dgrauet](https://github.com/dgrauet) (MLX port) · MODELBEAST (this build).
+Original upstream README preserved as [`README_UPSTREAM.md`](README_UPSTREAM.md).
diff --git a/README_UPSTREAM.md b/README_UPSTREAM.md
new file mode 100644
index 0000000..053c4a3
--- /dev/null
+++ b/README_UPSTREAM.md
@@ -0,0 +1,282 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[//]: # ( )
+
+[//]: # ( )
+
+[//]: # ( )
+
+
+## Apple MLX Port (Apple Silicon)
+
+This fork adds native **MLX inference** for the full Hunyuan3D-2.1 pipeline on Apple Silicon Macs — both shape generation (image → mesh) and PBR texture synthesis (mesh + reference image → textured GLB).
+
+### Weights
+
+Pre-converted MLX weights are hosted on HuggingFace and auto-downloaded on first use:
+
+> [`dgrauet/hunyuan3d-2.1-mlx`](https://huggingface.co/dgrauet/hunyuan3d-2.1-mlx)
+
+If you'd rather convert from the original PyTorch checkpoints yourself:
+
+```bash
+pip install mlx-forge
+mlx-forge convert hunyuan3d-2.1 --output ./models/hunyuan3d-2.1-mlx
+# or quantized for 16GB Macs:
+mlx-forge convert hunyuan3d-2.1 --quantize --bits 8 --output ./models/hunyuan3d-2.1-mlx
+```
+
+Override the default HF lookup by setting `HUNYUAN3D_MLX_WEIGHTS_DIR=/path/to/local/models`.
+
+### Install
+
+```bash
+pip install mlx mlx-arsenal safetensors Pillow trimesh scikit-image PyMCubes scipy
+pip install huggingface_hub xatlas opencv-python # for Stage 2
+```
+
+### Stage 1 — Shape Generation (image → mesh)
+
+```python
+from hy3dshape.hy3dshape.pipeline_mlx import ShapePipeline
+
+pipe = ShapePipeline.from_pretrained("dgrauet/hunyuan3d-2.1-mlx")
+mesh = pipe("your_image.png", num_inference_steps=50, guidance_scale=7.5, octree_resolution=256)
+mesh.export("output.glb")
+```
+
+### Stage 2 — PBR Texture Synthesis (mesh + reference → textured GLB)
+
+```python
+from textureGenPipeline_mlx import Hunyuan3DPaintConfigMLX, Hunyuan3DPaintPipelineMLX
+
+cfg = Hunyuan3DPaintConfigMLX(max_num_view=6, resolution=512)
+pipe = Hunyuan3DPaintPipelineMLX(cfg)
+pipe(
+ mesh_path="mesh.glb",
+ image_path="reference.png",
+ output_mesh_path="textured.obj",
+ save_glb=True,
+)
+```
+
+Output: `textured.glb` with 2048² PBR albedo + metallic-roughness textures baked onto the mesh UVs (~9 min for 6 views at 512px on an M2 Pro).
+
+Defaults match the PyTorch reference config exactly, with one documented exception: `texture_size=2048` (PT uses 4096). The MLX Metal rasterizer has no tiling and would exceed the GPU command-buffer budget at 4096² on laptop GPUs (`kIOGPUCommandBufferCallbackErrorImpactingInteractivity`). Every other knob — `max_num_view`, `render_size`, `num_inference_steps`, `guidance_scale`, bake mode, inpaint method — is PT-identical.
+
+### End-to-end (image → textured GLB)
+
+`tests/test_stage1_to_stage2.py` chains both stages on a single reference image. Stage 1's dense marching-cubes mesh is automatically remeshed to ~40k faces before Stage 2's bake (the Metal rasterizer can't handle Stage 1's raw ~500k faces at `texture_size=2048`).
+
+### Memory Requirements
+
+| Precision | DiT Size | Peak Memory | Recommended Mac |
+|-----------|----------|-------------|-----------------|
+| FP16 | 5.7 GB | ~10 GB | 32 GB+ |
+| INT8 | 3.0 GB | ~6 GB | 16 GB+ |
+| INT4 | 1.6 GB | ~4 GB | 16 GB |
+
+Stage 2 (paint) adds ~6 GB peak for the UNet + VAE + DINOv2 at fp32.
+
+### Scope
+
+- ✅ **Stage 1** (shape generation): fully ported to MLX, validated numerically against PyTorch (1e-5)
+- ✅ **Stage 2** (PBR texture synthesis): fully ported to MLX, full UNet match within 1.17e-5 vs PyTorch
+ - Metal rasterizer, UNet 2.5D with dual-stream reference attention, VAE, DINOv2, v_prediction scheduler
+ - **Cosine-weighted bake blend** (PT-parity `fast_bake_texture`) smooths across face seams
+ - **Mesh-aware vertex-color propagation + face barycentric raster**, `cv2.INPAINT_NS` (PT-parity), plus an EDT nearest-fill post-pass that pads UV gutters so 3D viewers doing bilinear sampling across island boundaries never pull in the atlas background
+ - **RealESRGAN x4 super-resolution** in MLX (512² → 2048² per view before bake)
+ - **GLB export**: PBRMaterial with sRGB `baseColorTexture`, `metallicRoughnessTexture` (glTF channel order), `doubleSided=true`
+ - All pipeline defaults now match the PyTorch reference exactly (see porting principle in `docs/forward_pass.md`)
+
+### Texture quality notes
+
+- Reference image must match the mesh content (e.g. mermaid image on mermaid mesh). Cross-pairing produces fragmented atlases since the diffusion's albedo views can't coherently project onto an unrelated 3D layout.
+- Tested on `assets/case_1/mesh.glb` (fox) and `assets/case_2/mesh.glb` (mermaid) — all 6/6 views clean with PT-aligned defaults.
+
+---
+
+## 🔥 News
+
+- Jul 26, 2025: 🤗 We release the first open-source, simulation-capable, immersive 3D world generation model, [HunyuanWorld-1.0](https://github.com/Tencent-Hunyuan/HunyuanWorld-1.0)!
+- Jun 19, 2025: 👋 We present the [technical report](https://arxiv.org/pdf/2506.15442) of Hunyuan3D-2.1, please check out the details and spark some discussion!
+- Jun 13, 2025: 🤗 We release the first production-ready 3D asset generation model, Hunyuan3D-2.1!
+
+> Join our **[Wechat](#)** and **[Discord](https://discord.gg/dNBrdrGGMa)** group to discuss and find help from us.
+
+| Wechat Group | Xiaohongshu | X | Discord |
+|--------------------------------------------------|-------------------------------------------------------|---------------------------------------------|---------------------------------------------------|
+| | | | |
+
+## 🤗 Community Contribution Leaderboard
+1. By [@visualbruno](https://github.com/visualbruno)
+ - ComfyUI-Hunyuan3d-2-1: https://github.com/visualbruno/ComfyUI-Hunyuan3d-2-1
+2. By [@VR-Jobs](https://github.com/VR-Jobs)
+ - Hunyuan3d-2-1 Unity Support: https://github.com/VR-Jobs/Hunyuan3D-2.1-Unity-XR-PC-Phone
+
+## ☯️ **Hunyuan3D 2.1**
+
+### Architecture
+
+Tencent Hunyuan3D-2.1 is a scalable 3D asset creation system that advances state-of-the-art 3D generation through two pivotal innovations: Fully Open-Source Framework and Physically-Based Rendering (PBR) Texture Synthesis. For the first time, the system releases full model weights and training code, enabling community developers to directly fine-tune and extend the model for diverse downstream applications. This transparency accelerates academic research and industrial deployment. Moreover, replacing the prior RGB-based texture model, the upgraded PBR pipeline leverages physics-grounded material simulation to generate textures with photorealistic light interaction (e.g., metallic reflections, subsurface scattering).
+
+
+
+
+
+### Performance
+
+We have evaluated Hunyuan3D 2.1 with other open-source as well as close-source 3d-generation methods.
+The numerical results indicate that Hunyuan3D 2.1 surpasses all baselines in the quality of generated textured 3D assets
+and the condition following ability.
+
+| Model | ULIP-T(⬆) | ULIP-I(⬆) | Uni3D-T(⬆) | Uni3D-I(⬆) |
+|-------------------------|-----------|-------------|-------------|---------------|
+| Michelangelo | 0.0752 | 0.1152 | 0.2133 | 0.2611 |
+| Craftsman | 0.0745 | 0.1296 | 0.2375 | 0.2987 |
+| TripoSG | 0.0767 | 0.1225 | 0.2506 | 0.3129 |
+| Step1X-3D | 0.0735 | 0.1183 | 0.2554 | 0.3195 |
+| Trellis | 0.0769 | 0.1267 | 0.2496 | 0.3116 |
+| Direct3D-S2 | 0.0706 | 0.1134 | 0.2346 | 0.2930 |
+| Hunyuan3D-Shape-2.1 | **0.0774** | **0.1395** | **0.2556** | **0.3213** |
+
+
+| Model | CLIP-FiD(⬇) | CMMD(⬇) | CLIP-I(⬆) | LPIPS(⬇) |
+|-------------------------|-----------|-------------|-------------|---------------|
+| SyncMVD-IPA | 28.39 | 2.397 | 0.8823 | 0.1423 |
+| TexGen | 28.24 | 2.448 | 0.8818 | 0.1331 |
+| Hunyuan3D-2.0 | 26.44 | 2.318 | 0.8893 | 0.1261 |
+| Hunyuan3D-Paint-2.1 | **24.78** | **2.191** | **0.9207** | **0.1211** |
+
+
+
+## 🎁 Models Zoo
+
+It takes 10 GB VRAM for shape generation, 21GB for texture generation and 29GB for shape and texture generation in total.
+
+
+| Model | Description | Date | Size | Huggingface |
+|----------------------------|-----------------------------|------------|------|-------------------------------------------------------------------------------------------|
+| Hunyuan3D-Shape-v2-1 | Image to Shape Model | 2025-06-14 | 3.3B | [Download](https://huggingface.co/tencent/Hunyuan3D-2.1/tree/main/hunyuan3d-dit-v2-1) |
+| Hunyuan3D-Paint-v2-1 | Texture Generation Model | 2025-06-14 | 2B | [Download](https://huggingface.co/tencent/Hunyuan3D-2.1/tree/main/hunyuan3d-paintpbr-v2-1) |
+
+
+## 🤗 Get Started with Hunyuan3D 2.1
+
+Hunyuan3D 2.1 supports Macos, Windows, Linux. You may follow the next steps to use Hunyuan3D 2.1 via:
+
+### Install Requirements
+We test our model with Python 3.10 and PyTorch 2.5.1+cu124.
+```bash
+pip install torch==2.5.1 torchvision==0.20.1 torchaudio==2.5.1 --index-url https://download.pytorch.org/whl/cu124
+pip install -r requirements.txt
+
+cd hy3dpaint/custom_rasterizer
+pip install -e .
+cd ../..
+cd hy3dpaint/DifferentiableRenderer
+bash compile_mesh_painter.sh
+cd ../..
+
+wget https://github.com/xinntao/Real-ESRGAN/releases/download/v0.1.0/RealESRGAN_x4plus.pth -P hy3dpaint/ckpt
+```
+
+### Code Usage
+
+We designed a diffusers-like API to use our shape generation model - Hunyuan3D-Shape and texture synthesis model -
+Hunyuan3D-Paint.
+
+```python
+import sys
+sys.path.insert(0, './hy3dshape')
+sys.path.insert(0, './hy3dpaint')
+from textureGenPipeline import Hunyuan3DPaintPipeline
+from textureGenPipeline import Hunyuan3DPaintPipeline, Hunyuan3DPaintConfig
+from hy3dshape.pipelines import Hunyuan3DDiTFlowMatchingPipeline
+
+# let's generate a mesh first
+shape_pipeline = Hunyuan3DDiTFlowMatchingPipeline.from_pretrained('tencent/Hunyuan3D-2.1')
+mesh_untextured = shape_pipeline(image='assets/demo.png')[0]
+
+paint_pipeline = Hunyuan3DPaintPipeline(Hunyuan3DPaintConfig(max_num_view=6, resolution=512))
+mesh_textured = paint_pipeline(mesh_path, image_path='assets/demo.png')
+```
+
+
+### Gradio App
+
+You could also host a [Gradio](https://www.gradio.app/) App in your own computer via:
+
+
+```bash
+python3 gradio_app.py \
+ --model_path tencent/Hunyuan3D-2.1 \
+ --subfolder hunyuan3d-dit-v2-1 \
+ --texgen_model_path tencent/Hunyuan3D-2.1 \
+ --low_vram_mode
+```
+
+
+## 🔗 BibTeX
+
+If you found this repository helpful, please cite our reports:
+
+```bibtex
+@misc{hunyuan3d2025hunyuan3d,
+ title={Hunyuan3D 2.1: From Images to High-Fidelity 3D Assets with Production-Ready PBR Material},
+ author={Tencent Hunyuan3D Team},
+ year={2025},
+ eprint={2506.15442},
+ archivePrefix={arXiv},
+ primaryClass={cs.CV}
+}
+
+@misc{hunyuan3d22025tencent,
+ title={Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation},
+ author={Tencent Hunyuan3D Team},
+ year={2025},
+ eprint={2501.12202},
+ archivePrefix={arXiv},
+ primaryClass={cs.CV}
+}
+
+@misc{yang2024hunyuan3d,
+ title={Hunyuan3D 1.0: A Unified Framework for Text-to-3D and Image-to-3D Generation},
+ author={Tencent Hunyuan3D Team},
+ year={2024},
+ eprint={2411.02293},
+ archivePrefix={arXiv},
+ primaryClass={cs.CV}
+}
+```
+
+## Acknowledgements
+
+We would like to thank the contributors to
+the [TripoSG](https://github.com/VAST-AI-Research/TripoSG), [Trellis](https://github.com/microsoft/TRELLIS), [DINOv2](https://github.com/facebookresearch/dinov2), [Stable Diffusion](https://github.com/Stability-AI/stablediffusion), [FLUX](https://github.com/black-forest-labs/flux), [diffusers](https://github.com/huggingface/diffusers), [HuggingFace](https://huggingface.co), [CraftsMan3D](https://github.com/wyysf-98/CraftsMan3D), [Michelangelo](https://github.com/NeuralCarver/Michelangelo/tree/main), [Hunyuan-DiT](https://github.com/Tencent-Hunyuan/HunyuanDiT), and [HunyuanVideo](https://github.com/Tencent-Hunyuan/HunyuanVideo) repositories, for their open research and
+exploration.
+
+## Star History
+
+
+
+
+
+
+
+