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>
418 KiB
418 KiB