tencent-hunyuan3d
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ChineseTencent Hunyuan3D
腾讯Hunyuan3D
Hunyuan3D is Tencent's family of generative 3D models. Its defining trait is a
two-stage, shape-then-texture pipeline: one model generates untextured
geometry from an image (or text), a second model paints materials onto that
geometry. The family spans open-weight releases you can self-host and
closed tiers available only through a hosted API. Choosing correctly between
those two tracks — and reading the license before you ship anything commercial —
is the core production judgment this skill supports.
All version, license, hardware, and access facts below were verified 2026-07-10.
These are volatile; re-verify against first-party repos before relying on them.
Facts are labeled (documented in a primary source),
(Tencent's own benchmark/marketing, not independently reproduced), or
(production judgment, not a documented guarantee).
[fact][first-party claim][heuristic]Hunyuan3D是腾讯推出的生成式3D模型系列,其核心特征是先形状后纹理的两阶段流水线:一个模型从图像(或文本)生成无纹理几何结构,另一个模型为该几何结构赋予材质。该系列涵盖可自行托管的开源权重版本和仅能通过托管API调用的闭源版本。本技能的核心价值在于帮助用户在这两个版本轨道间做出正确选择,并在商用部署前读懂许可证条款。
**以下所有版本、许可证、硬件及访问相关信息均于2026-07-10验证。**这些信息可能随时变化,在依赖前请务必对照官方仓库重新核实。信息标注分为(有官方文档来源)、(腾讯自身基准测试/营销内容,未经过独立验证)或(生产实践经验,非官方保障)。
[fact][first-party claim][heuristic]When this skill applies
适用场景
Use it when the request involves:
- generating a 3D object/asset from an image or text prompt;
- generating a 3D scene/world (panorama, explorable environment) — the HunyuanWorld / HY-World branch;
- deciding self-host vs hosted API, or which Hunyuan3D tier fits;
- license/compliance questions (commercial use, Territory, MAU, attribution);
- GPU sizing for local inference or ComfyUI setup;
- reviewing or post-processing Hunyuan3D output (topology, UVs, PBR maps).
Do not use it for 2D image generation (that is HunyuanImage), video
(HunyuanVideo), or the Hunyuan text LLMs (Hunyuan/Hy3) — those are separate model
families that happen to share the "Hunyuan" brand.
当需求涉及以下内容时,可使用本技能:
- 从图像或文本提示生成3D物体/资产;
- 生成3D场景/世界(全景图、可探索环境)——对应HunyuanWorld / HY-World分支;
- 决定自托管还是托管API,或选择合适的Hunyuan3D版本;
- 许可证/合规性问题(商用场景、地域限制、月活用户数、署名要求);
- 为本地推理或ComfyUI配置GPU规格;
- 审核或后处理Hunyuan3D的输出结果(拓扑结构、UV展开、PBR贴图)。
请勿将本技能用于2D图像生成(对应HunyuanImage)、视频生成(对应HunyuanVideo)或Hunyuan文本LLM(Hunyuan/Hy3)——这些是独立的模型系列,仅共享“Hunyuan”品牌名称。
The version landscape (verified 2026-07-10)
版本矩阵(2026-07-10验证)
Two tracks. Getting the track right is the first decision, because it determines
cost model, control, and legal footing.
分为两大轨道。首先需选对轨道,因为它决定了成本模式、控制权和法律基础。
Track A — Open-weight, self-hostable (download from GitHub + Hugging Face)
轨道A:开源权重、可自托管(从GitHub + Hugging Face下载)
| Model | Released | Params (shape / paint) | What it adds | License |
|---|---|---|---|---|
| Hunyuan3D-2.0 | Jan 2025 | DiT-v2-0 ~1.1B / Paint-v2-0 ~1.3B (+ Delight) | Original open two-stage object model | Tencent Hunyuan 3D 2.0 Community License |
| Hunyuan3D-2mini | Mar 18 2025 | DiT-v2-mini 0.6B | Low-VRAM shape (~5 GB) | same 2.0 license |
| Hunyuan3D-2mv | Mar 18 2025 | DiT-v2-mv ~1.1B | Multi-view shape input (front+back+sides) | same 2.0 license |
| -Turbo / -Fast + FlashVDM | Mar 19 2025 | distilled variants of above | Step/guidance distillation; fast decode | same 2.0 license |
| Hunyuan3D-2.1 | Jun 13–14 2025 | DiT-v2-1 ~3.0B / Paint-v2-1 ~1.3–2B | First fully open PBR + full training code | Tencent Hunyuan 3D 2.1 Community License |
| HunyuanWorld-1.0 | Jul 26 2025 | — | Open scene/world gen: panorama proxy → layered mesh + 3DGS, 360° | Tencent Hunyuan community license |
| HY-World 2.0 / WorldMirror 2.0 | Apr 16 2026 | — | Text/image/multiview/video → meshes + 3DGS + point clouds; editable, engine-ready | open (GitHub + HF) |
[fact]Tencent-Hunyuan/Hunyuan3D-2.1[fact][first-party claim]--enable_flashvdm| 模型 | 发布时间 | 参数规模(形状 / 纹理) | 新增特性 | 许可证 |
|---|---|---|---|---|
| Hunyuan3D-2.0 | 2025年1月 | DiT-v2-0 ~11亿 / Paint-v2-0 ~13亿(含Delight) | 初代开源两阶段物体模型 | 腾讯Hunyuan 3D 2.0社区许可证 |
| Hunyuan3D-2mini | 2025年3月18日 | DiT-v2-mini 6亿 | 低显存形状模型(约5GB) | 同2.0许可证 |
| Hunyuan3D-2mv | 2025年3月18日 | DiT-v2-mv ~11亿 | 多视角形状输入(正面+背面+侧面) | 同2.0许可证 |
| -Turbo / -Fast + FlashVDM | 2025年3月19日 | 上述模型的蒸馏变体 | 步骤/引导蒸馏;快速解码 | 同2.0许可证 |
| Hunyuan3D-2.1 | 2025年6月13–14日 | DiT-v2-1 ~30亿 / Paint-v2-1 ~13-20亿 | 首个完全开源的PBR模型 + 完整训练代码 | 腾讯Hunyuan 3D 2.1社区许可证 |
| HunyuanWorld-1.0 | 2025年7月26日 | — | 开源场景/世界生成:全景代理→分层网格+3DGS,支持360°视角 | 腾讯Hunyuan社区许可证 |
| HY-World 2.0 / WorldMirror 2.0 | 2026年4月16日 | — | 文本/图像/多视角/视频→网格+3DGS+点云;可编辑、适配引擎 | 开源(GitHub + HF) |
[fact]Tencent-Hunyuan/Hunyuan3D-2.1[fact][first-party claim]--enable_flashvdmTrack B — Closed, hosted API only (no downloadable weights, verified 2026-07-10)
轨道B:闭源、仅托管API可用(无下载权重,2026-07-10验证)
| Model | Released | Distinguishing capability | Availability |
|---|---|---|---|
| Hunyuan3D-2.5 | Apr 2025 | ~10B params, 1024 geometric resolution, 4K textures, bump maps, "LATTICE" shape model, skeletal skinning | Tencent Cloud API + 3rd-party hosts |
| Hunyuan3D-PolyGen | Jul 8 2025 | Art-grade topology — clean quad/tri meshes, autoregressive mesh (BPT tokenization), intelligent retopology | API / Tencent internal game pipelines |
| Hunyuan3D-3.0 | Sep 2025 | 3D-DiT "hierarchical sculpting," ~1536³ resolution | Tencent Cloud API |
| Hunyuan3D-3.1 | later 2025/2026 | Hosted refinement of 3.0 | Tencent Cloud + hosts (fal, Replicate, etc.) |
[fact][heuristic]| 模型 | 发布时间 | 核心特性 | 访问渠道 |
|---|---|---|---|
| Hunyuan3D-2.5 | 2025年4月 | 约100亿参数,1024几何分辨率,4K纹理,凹凸贴图,"LATTICE"形状模型,骨骼蒙皮 | 腾讯云API + 第三方平台 |
| Hunyuan3D-PolyGen | 2025年7月8日 | 艺术级拓扑结构——干净的四边形/三角形网格,自回归网格(BPT tokenization),智能重拓扑 | API / 腾讯内部游戏管线 |
| Hunyuan3D-3.0 | 2025年9月 | 3D-DiT“分层雕刻”,~1536³分辨率 | 腾讯云API |
| Hunyuan3D-3.1 | 2025年末/2026年 | 基于3.0的托管优化版本 | 腾讯云 + 第三方平台(fal、Replicate等) |
[fact][heuristic]The license — read this before any commercial deployment
许可证条款——商用部署前必读
This is the single most consequential production fact in the family. The open
weights are not MIT/Apache. They ship under the Tencent Hunyuan 3D Community
License Agreement (versioned per model, e.g. "TENCENT HUNYUAN 3D 2.1 COMMUNITY
LICENSE AGREEMENT"). Verified 2026-07-10 from the LICENSE files in
and .
[fact]Tencent-Hunyuan/Hunyuan3D-2Hunyuan3D-2.1Three restrictions that routinely surprise people:
-
Territory exclusion. The license grant is worldwide excluding the European Union, the United Kingdom, and South Korea. Use "outside the Territory" is prohibited. A team in Berlin, London, or Seoul is not licensed to use the open weights under this agreement. This is a hard legal blocker, not a preference — flag it whenever a user's location or target market is in those regions.
[fact] -
1 million MAU commercial gate. If, on the model's release date, the products/services made available by or for the licensee had > 1,000,000 monthly active users in the preceding calendar month, the licensee must request a separate license from Tencent (email hunyuan3d@tencent.com with company name, sector, and use case). Below 1M MAU, commercial use is permitted within the Territory at no charge.
[fact] -
Prohibited uses. Among ~20 clauses: no use to improve competing AI models; no military use; no generating content that harms minors; no election disinformation; no malware; no undisclosed AI-generated content; no "high-stakes automated decisions affecting an individual's safety, rights, or wellbeing."
[fact]
Attribution : redistribution requires a NOTICE file
("Tencent Hunyuan 3D 2.1 is licensed under the Tencent Hunyuan 3D 2.1 Community
License Agreement, Copyright © 2025 Tencent."), and products are expected to be
marked "Powered by Tencent Hunyuan."
[fact][heuristic]这是该模型系列中最关键的生产实践要点。开源权重并非MIT/Apache许可证,而是采用腾讯Hunyuan 3D社区许可证协议(按模型版本区分,例如“TENCENT HUNYUAN 3D 2.1 COMMUNITY LICENSE AGREEMENT”)。 2026-07-10已通过和仓库中的LICENSE文件验证。
[fact]Tencent-Hunyuan/Hunyuan3D-2Hunyuan3D-2.1三个常被忽略的限制条款:
-
地域限制。许可证授权范围为全球,但不包括欧盟、英国和韩国。禁止在“受限地域”内使用。位于柏林、伦敦或首尔的团队无法依据本协议使用开源权重。这是硬性法律限制,而非偏好——只要用户所在地或目标市场位于这些地区,就必须指出这一点。
[fact] -
百万月活商用门槛。若在模型发布当日,被许可方提供的产品/服务在前一个日历月的月活跃用户数超过100万,则被许可方必须向腾讯申请单独许可证(发送邮件至hunyuan3d@tencent.com,注明公司名称、行业及使用场景)。月活低于100万时,可在“非受限地域”内免费商用。
[fact] -
禁止用途。约20条条款中包括:不得用于改进竞品AI模型;不得用于军事用途;不得生成危害未成年人的内容;不得生成选举虚假信息;不得生成恶意软件;不得未披露AI生成内容;不得用于“影响个人安全、权利或福祉的高风险自动化决策”。
[fact]
署名要求 :分发时需包含NOTICE文件(内容为“Tencent Hunyuan 3D 2.1 is licensed under the Tencent Hunyuan 3D 2.1 Community License Agreement, Copyright © 2025 Tencent.”),且产品需标注“Powered by Tencent Hunyuan”。
[fact][heuristic]How generation actually works (the two-stage pipeline)
生成原理(两阶段流水线)
[fact]Stage 1 — Shape (Hunyuan3D-DiT + ShapeVAE):
- Input: a single image (background removed), or multi-view images (2mv), or text (which is routed through text-to-image first).
- A flow-based diffusion model over a vectset latent produces a signed-distance / occupancy field; marching cubes extracts a watertight triangle mesh.
- is the primary geometry-density / quality knob.
octree_resolution - Output: an untextured mesh (GLB/OBJ, trimesh object).
Stage 2 — Texture / material (Hunyuan3D-Paint):
- Input: the mesh from Stage 1 (Hunyuan3D's own, or your own imported mesh).
- A mesh-conditioned multi-view diffusion model renders the object from several viewpoints (training used 512×512 views) and generates view-consistent material maps, then bakes them into UV textures.
- 2.1 produces PBR maps under the Disney Principled BRDF: albedo (light-free, via an illumination-invariant training strategy), metallic, and roughness. It uses a 3D-aware RoPE for cross-view consistency. 2.0's Paint output was closer to baked diffuse color; 2.1 is the first open PBR.
[fact]
[heuristic][fact]阶段1:形状生成(Hunyuan3D-DiT + ShapeVAE)
- 输入:单张图像(需去除背景)、多视角图像(2mv)或文本(文本会先转换为图像)。
- 基于向量集隐空间的流扩散模型生成符号距离/占用场;Marching Cubes算法提取** watertight(无漏洞)**三角形网格。
- 是控制几何密度/质量的核心参数。
octree_resolution - 输出:无纹理网格(GLB/OBJ格式,trimesh对象)。
阶段2:纹理/材质生成(Hunyuan3D-Paint)
- 输入:阶段1生成的网格(Hunyuan3D自身生成的网格,或你导入的自定义网格)。
- 网格条件下的多视角扩散模型从多个角度渲染物体(训练时使用512×512分辨率视图),生成视角一致的材质贴图,然后烘焙为UV纹理。
- 2.1版本基于Disney Principled BRDF生成PBR贴图:albedo(反照率,无光照影响,采用光照不变训练策略)、metallic(金属度)和roughness(粗糙度)。它使用3D-aware RoPE保证跨视角一致性。2.0版本的Paint输出更接近烘焙漫反射颜色;2.1是首个开源PBR版本。
[fact]
[heuristic]Input strategy: image beats text for control
输入策略:图像比文本更易控制
[heuristic]- single, clearly separated subject, whole object in frame, not cropped;
- plain / removable background (the pipeline runs background removal; a busy background degrades it);
- front-facing, roughly orthographic framing, even lighting, minimal harsh shadow (shadows can be baked into geometry);
- for objects where the back or sides matter, use 2mv with multiple views — a single front image forces the model to hallucinate the unseen faces, and it often gets concavities, back detail, and thin structures wrong.
[heuristic]- 单一、清晰分离的主体,完整物体在画面中,无裁剪;
- 纯色/可移除背景(流水线会自动去除背景;复杂背景会降低生成质量);
- 正面、近似正交视角,光照均匀,无强烈阴影(阴影可能被烘焙到几何结构中);
- 若物体的背面或侧面细节重要,使用2mv多视角输入——单张正面图像会迫使模型凭空生成未被看到的面,往往会在凹面、背面细节和薄结构上出错。
Self-hosting: hardware and setup (verified 2026-07-10)
自托管:硬件与配置(2026-07-10验证)
[fact]| Task | Hunyuan3D-2.0 line | Hunyuan3D-2.1 line |
|---|---|---|
| Shape only | ~6 GB (2mini ~5 GB) | ~10 GB |
| Texture only | — | ~21 GB |
| Shape + texture combined | ~12–16 GB | ~29 GB |
[heuristic][fact]gradio_app.py/generateHunyuan3D-2.1[fact]| 任务 | Hunyuan3D-2.0系列 | Hunyuan3D-2.1系列 |
|---|---|---|
| 仅形状生成 | ~6GB(2mini约5GB) | ~10GB |
| 仅纹理生成 | — | ~21GB |
| 形状+纹理联合生成 | ~12–16GB | ~29GB |
[heuristic][fact]gradio_app.py/generateHunyuan3D-2.1ComfyUI
ComfyUI集成
[fact]Hunyuan3D-22mv2mv-turboComfyUI/output/mesh[fact]Hunyuan3D-22mv2mv-turboComfyUI/output/meshHosted access routes (verified 2026-07-10)
托管访问渠道(2026-07-10验证)
- Tencent Cloud "Hunyuan 3D APIs" (doc ) — first-party; International Station live since Nov 26 2025. Backs the closed 2.5 / PolyGen / 3.x tiers.
1284/75539 - Hugging Face Space — a free demo of the open model, good for a quick capability check, not for production volume.
tencent/Hunyuan3D-2.1 - Third-party hosts — fal.ai, Replicate, 3D AI Studio, Atlas Cloud, and others wrap Hunyuan3D behind their own APIs and billing.
[fact]- 腾讯云“Hunyuan 3D APIs”(文档)——官方渠道;国际站自2025年11月26日上线。支持闭源2.5 / PolyGen / 3.x版本。
1284/75539 - Hugging Face Space ——开源模型的免费演示,适合快速验证能力,不适合生产级调用量。
tencent/Hunyuan3D-2.1 - 第三方平台——fal.ai、Replicate、3D AI Studio、Atlas Cloud等平台将Hunyuan3D封装在自有API后,并提供计费服务。
[fact]Mesh output characteristics and required post-processing
网格输出特性与必要后处理
[fact][heuristic]- Retopology. Raw meshes are unsuitable for rigging/animation or clean deformation. Retopologize (manual, an auto-retopo tool, or route the asset through PolyGen, which was built for exactly this) before animating.
- Decimation. For real-time (game/AR/web) budgets, decimate the dense mesh to a target triangle/polygon count; expect to bake normal maps from the high-res mesh to preserve detail.
- UV re-layout if a human needs to paint or edit textures, rather than only consuming the auto-baked PBR set.
- Scale / orientation / origin normalization — generated assets rarely come in your engine's units, up-axis, or pivot convention.
- PBR map validation — confirm albedo, metallic, and roughness channels all exported and are separated correctly (some export paths flatten to diffuse).
[fact][heuristic]- 重拓扑。原始网格不适合绑定骨骼/动画或平滑变形。在动画前需进行重拓扑(手动、自动重拓扑工具,或通过PolyGen处理,该模型专为解决此问题设计)。
- 网格简化。针对实时场景(游戏/AR/网页),需将密集网格简化至目标三角/多边形数量;建议从高分辨率网格烘焙法线贴图以保留细节。
- UV重新布局。若需要人工绘制或编辑纹理,而非仅使用自动烘焙的PBR贴图,需重新布局UV。
- 缩放/方向/原点标准化——生成的资产很少符合你的引擎单位、向上轴或轴心点规范。
- PBR贴图验证——确认albedo、金属度和粗糙度通道均已导出且分离正确(部分导出路径会合并为漫反射贴图)。
Reviewing generated assets — quality checklist
生成资产审核——质量检查清单
[heuristic]- Silhouette & proportions from all sides (orbit it) — front-only inputs frequently produce a plausible front and a mangled back.
- Unseen-face invention — concavities, undercuts, and thin features (straps, handles, hair) are the common failure zone; verify they exist and are solid.
- Floaters / disconnected shells / non-manifold artifacts from marching cubes.
- Geometry density vs need — is it far denser than the use case warrants
(decimate) or too coarse (raise / use 2.5/3.0)?
octree_resolution - Topology — acceptable for a static prop as-is; not acceptable for animation without retopology.
- PBR correctness — albedo should be lighting-free (no baked highlights or cast shadows); metallic/roughness should read physically (metal vs dielectric).
- Texture seams and stretching at UV boundaries; resolution adequacy (1K vs 4K depending on tier and camera proximity).
- Scale/orientation normalized to target engine.
[heuristic]- 轮廓与比例(从所有角度观察)——单视角输入常导致正面合理但背面扭曲。
- 未可见面的生成——凹面、下切结构和薄特征(肩带、把手、毛发)是常见失败区域;需验证其存在且结构完整。
- Marching Cubes算法导致的漂浮物/分离面片/非流形 artifacts。
- 几何密度与需求匹配度——是否远高于场景需求(需简化)或过于粗糙(提高/ 使用2.5/3.0版本)?
octree_resolution - 拓扑结构——静态道具可直接使用;动画资产必须重拓扑后才能使用。
- PBR正确性——albedo应无光照影响(无烘焙高光或阴影);金属度/粗糙度应符合物理规律(金属与绝缘体区分)。
- UV边界处的纹理接缝与拉伸;纹理分辨率是否足够(根据版本和相机距离选择1K或4K)。
- 缩放/方向是否已标准化至目标引擎。
Production decision: open self-host vs hosted commercial
生产决策:开源自托管 vs 托管商用
[heuristic]- you generate high volume — marginal cost per asset approaches zero vs per-call API fees;
- data cannot leave your environment (unreleased IP, private client assets);
- you need PBR at no per-asset cost and full pipeline determinism/integration;
- you want the training code (2.1 ships it) to fine-tune on a domain;
- and — the gating condition — you are inside the Territory (not EU/UK/KR) and under 1M MAU, or have Tencent's commercial license.
[heuristic]- you need peak fidelity or resolution (2.5, 3.0) or clean topology (PolyGen) that the open weights don't provide;
- you have no suitable GPU or don't want to maintain the CUDA/build toolchain;
- volume is low or spiky (pay-per-use beats idle GPU);
- you are in EU/UK/KR and self-hosting the open weights is not Territory-licensed (use a host that permits your use — and still check its ToS).
[first-party claim][heuristic]- 你需要高调用量——单资产边际成本趋近于零,优于按调用付费的API;
- 数据无法离开本地环境(未发布的IP、私有客户资产);
- 你需要免费PBR材质及完整流水线的确定性/可集成性;
- 你需要训练代码(2.1版本提供)以针对特定领域微调;
- 且——核心前提:你位于非受限地域(非欧盟/英国/韩国)且月活低于100万,或已获得腾讯商用许可证。
[heuristic]- 你需要最高保真度或分辨率(2.5、3.0版本)或干净拓扑结构(PolyGen),而开源权重无法提供;
- 你无合适GPU或不想维护CUDA/构建工具链;
- 调用量低或波动大(按调用付费优于闲置GPU成本);
- 你位于欧盟/英国/韩国,自托管开源权重不符合地域授权要求(需选择允许该用途的托管平台——仍需查看其服务条款)。
[first-party claim]Complete example (labeled example, not a required formula)
完整示例(标注示例,非固定公式)
Intent: A studio outside the EU/UK/KR needs ~500 stylized prop meshes for a
mobile game, textured, on an in-house pipeline, no per-asset cloud fee, budget for
one 24 GB GPU.
Decision & reasoning:
- Track: self-host — high volume + fixed GPU makes marginal cost ~0, and 500 assets would be a recurring API bill.
- License: studio is in-Territory and well under 1M MAU → free commercial use;
add the NOTICE file and "Powered by Tencent Hunyuan" mark.
[fact] - Model: Hunyuan3D-2.1 — need PBR for the game's lighting, want the open
weights + code. On a 24 GB card, run shape then texture sequentially with
offload (combined would want ~29 GB). /
[fact][heuristic] - Input: provide a front reference image per prop (concept art), background
removed; for props with important back detail, capture two views and use 2mv.
[heuristic] - Iterate with the Turbo/FlashVDM checkpoint to lock silhouette and framing
cheaply, then re-run the full model for the final.
[heuristic] - Post-process each asset: decimate to the mobile poly budget; bake normals
from the dense mesh; retopologize any prop that will deform/animate (or send
those few through hosted PolyGen); validate the albedo/metallic/roughness set;
normalize scale/up-axis to the engine.
[heuristic]
Expected result: watertight, PBR-textured props at controlled poly counts, no
per-asset fee, license-clean.
Likely failure modes: hallucinated back faces on single-view props (mitigate with
2mv); dense triangle topology unusable for the few animated props (retopo/PolyGen);
albedo with baked shadows if lighting in the reference was harsh (use flat, even
reference lighting).
Variation: the same studio in Germany cannot use the open weights under the
Community License at all — it must switch to a hosted API whose ToS permits the
use, changing the economics and the whole plan.
[fact]需求:某位于非欧盟/英国/韩国的工作室需为手游生成约500个风格化道具网格,带纹理,使用内部流水线,无单资产云费用预算,配备一张24GB显存GPU。
决策与理由:
- 轨道选择:自托管——高调用量+固定GPU成本使边际成本趋近于0,500个资产若使用API会产生持续账单。
- 许可证:工作室位于非受限地域且月活远低于100万→可免费商用;需添加NOTICE文件及“Powered by Tencent Hunyuan”标识。
[fact] - 模型选择:Hunyuan3D-2.1——手游需要PBR材质,且需开源权重+代码。在24GB显存显卡上,分阶段运行形状+纹理生成并卸载模型(联合运行需要约29GB显存)。/
[fact][heuristic] - 输入策略:为每个道具提供正面参考图像(概念艺术,已去除背景);对背面细节重要的道具,提供两个视角并使用2mv。
[heuristic] - 迭代方式:使用Turbo/FlashVDM checkpoint快速锁定轮廓和构图,再用完整模型生成最终结果。
[heuristic] - 后处理步骤:将网格简化至手游多边形预算;从高分辨率网格烘焙法线贴图;对需要变形/动画的道具进行重拓扑(或少量通过托管PolyGen处理);验证albedo/金属度/粗糙度贴图;将缩放/向上轴标准化至引擎规范。
[heuristic]
预期结果:无漏洞、带PBR纹理的道具,多边形数量可控,无单资产费用,符合许可证要求。
可能的失败模式:单视角输入导致背面几何结构错误(用2mv缓解);密集三角拓扑无法用于动画道具(重拓扑/PolyGen解决);参考图像光照强烈导致albedo带有烘焙阴影(使用均匀光照的参考图)。
变体场景:若该工作室位于德国,则完全无法依据社区许可证使用开源权重——必须切换至服务条款允许该用途的托管API,这会改变成本结构和整体方案。
[fact]Common failure modes (summary)
常见失败模式(汇总)
- Back/side geometry wrong from single-view input → use 2mv or multiple views.
- Topology unusable for animation → retopologize or use PolyGen; the open meshes
are marching-cubes triangle soup by design.
[fact] - VRAM OOM running shape+texture together → run stages sequentially with offload,
or drop to 2mini for shape.
[heuristic] - Baked shadows/highlights in "albedo" → the input reference had directional
lighting; re-shoot flat.
[heuristic] - Assuming open = unrestricted → it is the Community License: Territory-limited
(no EU/UK/KR), 1M-MAU gate, prohibited-use clauses, attribution.
[fact] - Assuming ComfyUI gives you textures → native ComfyUI is geometry-only; texture
needs a community wrapper.
[fact] - Confusing tracks → 2.5/PolyGen/3.x are API-only; you cannot download their
weights.
[fact]
- 单视角输入导致背面/侧面几何结构错误→使用2mv或多视角输入。
- 拓扑结构无法用于动画→重拓扑或使用PolyGen;开源网格本质是Marching Cubes生成的密集三角面片。
[fact] - 同时运行形状+纹理导致VRAM内存不足→分阶段运行并卸载模型,或切换至2mini版本仅生成形状。
[heuristic] - “albedo”中带有烘焙阴影/高光→参考图像存在定向光照;重新拍摄均匀光照的参考图。
[heuristic] - 假设开源=无限制使用→实际为社区许可证:有地域限制(禁止欧盟/英国/韩国)、百万月活门槛、禁止用途条款、署名要求。
[fact] - 假设ComfyUI可生成纹理→原生ComfyUI仅支持几何生成;纹理生成需使用社区封装工具。
[fact] - 混淆版本轨道→2.5/PolyGen/3.x仅API可用;无法下载其权重。
[fact]
Primary sources (all verified 2026-07-10)
官方来源(均于2026-07-10验证)
- GitHub — 2.0 model zoo, variants, FlashVDM, VRAM.
Tencent-Hunyuan/Hunyuan3D-2 - GitHub — 2.1 weights + training code, setup, VRAM.
Tencent-Hunyuan/Hunyuan3D-2.1 - LICENSE files in both repos — Tencent Hunyuan 3D 2.0 / 2.1 Community License (Territory, 1M MAU, prohibited uses, attribution).
- arXiv 2506.15442 — Hunyuan3D 2.1 technical report (two-stage architecture, PBR / Disney BRDF, benchmark numbers).
- arXiv 2506.16504 — Hunyuan3D 2.5 technical report.
- GitHub and
Tencent-Hunyuan/HunyuanWorld-1.0; arXiv 2507.21809 — world/scene models.Tencent-Hunyuan/HY-World-2.0 - docs.comfy.org Hunyuan3D-2 tutorial — ComfyUI native geometry-only support.
- Tencent Cloud "Hunyuan 3D APIs" (doc 1284/75539) and Tencent press releases — hosted API, International Station launch (Nov 26 2025).
- hunyuan3d.cc version notes; Tencent Hunyuan announcements — PolyGen (Jul 8 2025), 2.5, 3.0/3.1 timeline and closed-source status.
- GitHub ——2.0模型库、变体、FlashVDM、VRAM占用信息。
Tencent-Hunyuan/Hunyuan3D-2 - GitHub ——2.1权重+训练代码、配置说明、VRAM占用信息。
Tencent-Hunyuan/Hunyuan3D-2.1 - 两个仓库中的LICENSE文件——腾讯Hunyuan 3D 2.0 / 2.1社区许可证(地域限制、百万月活、禁止用途、署名要求)。
- arXiv 2506.15442——Hunyuan3D 2.1技术报告(两阶段架构、PBR/Disney BRDF、基准测试数据)。
- arXiv 2506.16504——Hunyuan3D 2.5技术报告。
- GitHub 和
Tencent-Hunyuan/HunyuanWorld-1.0;arXiv 2507.21809——场景/世界模型。Tencent-Hunyuan/HY-World-2.0 - docs.comfy.org Hunyuan3D-2教程——ComfyUI原生仅支持几何生成。
- 腾讯云“Hunyuan 3D APIs”(文档1284/75539)及腾讯新闻稿——托管API、国际站上线时间(2025年11月26日)。
- hunyuan3d.cc版本说明;腾讯Hunyuan公告——PolyGen(2025年7月8日)、2.5、3.0/3.1时间线及闭源状态。