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3.43.0
Pixal3D image-to-3D backend
Adds Pixal3D (TencentARC, MIT code + MIT weights) as an image-to-3D backend across the UI, CLI and MCP. It is a TRELLIS.2 fork that replaces the global DINOv3 cross-attention with view-aligned projection conditioning, so it runs on the same trellis-cli runtime and reuses TRELLIS.2's decoders byte-for-byte — one models directory serves both, with flow weights under a pixal3d_ prefix.
It is offered as an alternative worth trying on characters, not as a better model.
Using it
- GUI: pick Pixal3D in the AI: Image → 3D backend list
- CLI:
qtmesh generate3d photo.png -o out.glb --backend pixal3d --resolution 1024 - MCP:
generate_mesh_from_image { "backend": "pixal3d" }
Needs its own ~11 GB flow set — AI Model Settings → "Pixal3D" (the TRELLIS.2 decoders are shared, so install those too).
Two constraints worth knowing
- Pixal3D ships no res-512 texture flow, so
--resolution 512writes geometry only. Use 1024 for textures; the app now says so explicitly when it falls back. --pixal-fovdefaults to Pixal3D's own training value (49.13). Guessing mis-places the projection camera the whole backend depends on.
Also in this release
- Orientation fix — Pixal3D output was reusing TRELLIS.2's placement and came out lying on its back. It now gets the extra −90°X rotation it needs; TRELLIS.2 is unchanged.
- Concurrent generations are refused. A run holds several GB for minutes, and two at once drives a shared-memory machine into swap. The second request is now refused with an actionable message instead of queueing invisibly behind a multi-minute run.
- Clearer texture guidance over MCP.
target_trisdefaults to 0 (native density) while the GUI defaults to 25 000; at native density the UV atlas fragments into thousands of charts and the bake shows black seam lines. MCP now warns, and the schema carries the measured numbers. - Readable
trellis-clierrors. Failures were truncated from the wrong end, so the reason was discarded and users saw usage boilerplate. The actual message now comes through. - Viewport no longer spins the CPU/GPU when idle. The render loop ran uncapped with no vsync — roughly 38 % CPU on an empty scene. Capped at ~60 fps, that drops to under 10 %.
Full changelog: 3.42.1...3.43.0