glytch/fktry/public/assets
type-two 84d378a80e [orchestrator] asset pipeline v2 proof: PBR meshes at 40% the size
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>
2026-07-28 21:52:01 +10:00
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models [orchestrator] asset pipeline v2 proof: PBR meshes at 40% the size 2026-07-28 21:52:01 +10:00