Multi-View support?

#4
by kalexan94 - opened

As in this repo:

https://github.com/visualbruno/ComfyUI-Trellis2

Looking on some YT videos that repo multiple views workflows works decent, but this repo is not working on AMD.

Current ComfyUI Pixal3D native wf works great on AMD so it would be awesome to get multi-view support natively.

Multi-view or it doesn't count

+1 for multi-view

As in this repo:

https://github.com/visualbruno/ComfyUI-Trellis2

Looking on some YT videos that repo multiple views workflows works decent, but this repo is not working on AMD.

Current ComfyUI Pixal3D native wf works great on AMD so it would be awesome to get multi-view support natively.

Could you explain the difference between pixal3d and pixal3d_multiview? Do I need to download both, or just one of them? Are they intended for different scenarios or the same one?

I think that Pixal3d is not handling multi-views but Trellis 2 does and I hope it will be supported natively in ComfyUI because without that you can`t steer how mesh looks like from back or from sides.
+1 for multiview for Trellis 2 and for Pixal3d (if possible).

Comfy Org org

Pixal3D now has trained a multiview model and it's supported in ComfyUI. Trellis2 never had multiview model, just community tricks to combine different view conditionings, it was never trained for it.

Thanks. Could you point me to some methods how can I use multiview in Pixal3d with newest ComfyUI native nodes?

https://github.com/tsubasaprogame/Pixal3D-TRELLIS.2-AMD-ROCm-WINDOWS

im work it

I'm confused. I have AMD 7900XTX. Both native ComfyUI Pixal3d and Trellis 2 works just fine on it. Why have you made it now? What is the difference from the native one? Is it faster/better?

Custom node is not needed anymore even on AMD haiyaa...

I'm confused. I have AMD 7900XTX. Both native ComfyUI Pixal3d and Trellis 2 works just fine on it. Why have you made it now? What is the difference from the native one? Is it faster/better?

Hi! Glad to hear it works for you on 7900 XTX (gfx1100). However, my repo targets a different problem set, specifically for the newer RX 9070 XT (gfx1201) and full 1024 + 4096 UV generation.

The 'native' AMD support you mention often silently falls back to CPU for specific heavy ops (like NATTEN or CuMesh large mesh copying), or uses WSL under the hood. My port eliminates WSL entirely, replaces nvdiffrast with a custom rasterizer, and fixes a critical 12 MiB memory limit in CuMesh for Windows HIP.

Result: Draft 512 E2E runs in 161.4s natively (vs 186.3s on WSL) with strict memory limits. If you try to generate a 1024 mesh with UV textures using the standard nodes, you'll likely hit OOM or artifacts. My repo provides a verified, fail-closed path for that.

You are welcome to test my repo and compare the generation time and VRAM usage with your current setup! Let me know if you see the difference.

Comfy Org org

The native support doesn't use CuMesh, nvdiffrast or any dependencies at all, (nor WSL, how could it anyway...?), it's all in comfy-kitchen, which is why it's native.

Great to see more AMD support in ComfyUI! Thanks, kijai!

512 multi-view work and 1024 single/ trellis2 1024-2048-4096 work

Thanks for the clarification, Kijai. You're absolutely right β€” the native comfy-kitchen backend is a huge step forward and it's great that it eliminates the CuMesh/nvdiffrast dependencies for basic workflows.

My repo is not trying to duplicate that. It's specifically built and tuned for a different set of goals:

  1. Unlocking heavy workflows on 16GB cards (like my RX 9070 XT), such as 512 multi-view and 1024 single-view with UV textures, which often hit memory limits or require specific patches in standard ComfyUI.
  2. Providing a verified, fail-closed pipeline that goes beyond the basic ComfyUI integration for TRELLIS.2 at resolutions like 1024-2048-4096.

So, think of it as a specialized, performance-tuned fork for pushing the limits, rather than a replacement for the core ComfyUI AMD support.

Comfy Org org

The native implementation is obviously also optimized for low VRAM and works fine with 16GB cards.

I completely agree that comfy-kitchen is well-optimized for standard ComfyUI workflows on 16GB. But my project targets a very specific layer below ComfyUI: native Windows + AMD HIP without WSL.

I didn't just write Python wrappers. Because the official C++ extensions (CuMesh, FlexGEMM, O-Voxel) are CUDA-only, I had to manually rewrite and compile them for HIP (gfx1201). I also had to replace nvdiffrast and cuBVH with MIT-licensed alternatives to make it legally clean and AMD-compatible.

So this isn't a replacement for your work β€” it's a standalone, native HIP backend for Windows users who want to avoid WSL entirely and push heavy modes (like 4096 textures) on 16GB AMD cards.

Comfy Org org

I completely agree that comfy-kitchen is well-optimized for standard ComfyUI workflows on 16GB. But my project targets a very specific layer below ComfyUI: native Windows + AMD HIP without WSL.

I didn't just write Python wrappers. Because the official C++ extensions (CuMesh, FlexGEMM, O-Voxel) are CUDA-only, I had to manually rewrite and compile them for HIP (gfx1201). I also had to replace nvdiffrast and cuBVH with MIT-licensed alternatives to make it legally clean and AMD-compatible.

So this isn't a replacement for your work β€” it's a standalone, native HIP backend for Windows users who want to avoid WSL entirely and push heavy modes (like 4096 textures) on 16GB AMD cards.

You keep talking about WSL as if it's something needed for the native implementation when it absolutely is not.

You keep talking about WSL as if it's something needed for the native implementation when it absolutely is not.

Yeah, but my agent told me-

Hi, first of all, thanks for doing Multiview Support in Pixal3d inside ComfyUI (natively). I use AMD and thanks because now I don`t need to use some crazy custom setup to use Pixal 3d.

I don't have good results with Pixal3d Multi View because even few pixel difference between view destroy my mesh. I give photos or AI illustrations as feed. I use default settings. First of all main old nodes had something like blend and this setting allowed to blend views to each other without strange steps and deformations. Here now I can`t see that.

Second thing is that even having 24GB VRAM I can`t change sparse mesh blocks (first pass) anything higher than 32.

Could you do the blend setting in the same manner as it was in older versions of Trellis 2/Pixal 3d nodes?

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