Skip to content

3.16.0

Choose a tag to compare

@fernandotonon fernandotonon released this 02 Jul 20:54

AI Image → 3D: quality pipeline (#764, PR #790)

The single-image → 3D generator now produces polished, game-ready output out of the box:

  • Taubin smoothing — removes marching-cubes stair-stepping (volume-preserving)
  • Iso-surface reprojection — snaps vertices back onto the model's true surface, recovering grid-quantized detail
  • Baked diffuse texture — xatlas auto-unwrap + per-texel color bake replaces per-vertex color (which didn't survive export); texture sharpness now scales with --texture-size, not vertex density
  • PBR maps — normal + roughness synthesized from the baked diffuse and bound into the material automatically (the same pipeline as the Material Editor's "Generate PBR maps" button)
  • Optional Real-ESRGAN 2× upscale of the baked texture

Every stage is user-selectable: checkboxes in the GUI's AI: Image → 3D panel (with a new per-step progress list showing exactly which phase is running), --no-smooth/--no-refine/--no-bake-texture/--no-pbr/--texture-size/--upscale-texture on qtmesh generate3d, and matching args on the MCP generate_mesh_from_image tool.

Fixes

  • Crash reloading generated meshes (dangling Ogre Archive* after removeResourceLocation) — also the likely root cause of long-standing intermittent resource-load crashes; export → reimport of generated meshes is now stable across glb/FBX/OBJ/.mesh
  • Baked textures overwriting each other across sessions — texture sidecars now get globally-unique names, fixing "texture not well mapped" after regenerating
  • Real-ESRGAN x2 crash on odd-sized tiles (affects all texture upscaling, not just generate3d)

Docs

  • docs/IMAGE_TO_3D_QUALITY.md — quality-pass design + researched roadmap for the next model generation (TripoSG backend)