The new farm stack changes the economics of every asset in the game. Measured,
same machine, same concept:
current (flux -> sf3d, albedo only) 1135 KB 27k tris no PBR
hunyuan3d_mlx raw 7408 KB 60k tris PBR
hunyuan3d_mlx + gltf-transform 418 KB 18k tris PBR <-- ships
trellis2_mlx raw 36087 KB 487k tris PBR
trellis2_mlx + gltf-transform 4147 KB 273k tris PBR (too heavy)
So the optimized Hunyuan path is 2.7x SMALLER than what ships today and adds real
metallic-roughness maps. 30 machines would be ~13 MB against today's 31 MB.
Enabling change: GLTFLoader.setMeshoptDecoder (three bundles the decoder).
EXT_texture_webp + KHR_mesh_quantization are native. Uncompressed GLBs unaffected.
Verified in the live showroom: served 428068 bytes, webp textures, 1 PBR-mapped
material, zero console errors.
mosh-reactor.glb replaced with the pilot output (LoRA-directed concept: rainbow
melt in the porthole, recovered anchor slab glowing in the airlock).
Also fixed on the farm, not in this repo: the FLUX LoRA library lived in ComfyUI's
models/loras, which flux_local does not search, on a queue that load-balances to a
second node that had none of them - every LoRA call failed with 'LoRA not found'
depending on which machine caught the job. Both nodes now carry the same set.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>