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Trellis 2 Image to 3D

Upload an image and Trellis 2 builds a textured 3D mesh with PBR materials. Outputs GLB ready for Blender, Unity, or Unreal in about a minute on an H100.

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Generates in about -- secs

Nodes & Models

LoadImage
InvertMask
MaskPreview
Preview3D
LoadTrellis2Models
Trellis2GetConditioning
Trellis2ImageToShape
Trellis2ShapeToTexturedMesh
Trellis2ExportGLB

Trellis 2 turns a single image into a textured 3D model.

Upload a picture of an object, character, or product. Trellis 2 builds the geometry, bakes on PBR materials (base color, metallic, roughness, opacity), and outputs a GLB file you can drop straight into Blender, Unity, or Unreal.

The whole thing takes about a minute on an H100.

How do you turn an image into a 3D model with Trellis 2?

Upload an image with a clean subject, pick a background color for conditioning, and hit run. Trellis 2 generates the geometry first, then bakes PBR textures on top, and exports a GLB. Most defaults are tuned for 1024 resolution. Two stages of sliders control quality versus speed.

Input image Upload one image of one subject. Three-quarter angles give the model the most depth information. The workflow handles masking for you, but a transparent background helps. Avoid motion blur and shadows that merge the subject with the background.

Background color (default: black) Trellis 2 conditions on a background color when reading the image. Stick with black for most subjects. Got a dark or black-heavy subject? Switch to white so the model can read the silhouette.

Sparse structure + shape steps (default: 12 / 12) Two geometry passes. The first builds the rough voxel structure, the second refines it into the final shape. Want faster previews? Drop both to 8. Need cleaner topology and sharper features? Push to 16-20.

Guidance strength (default: 7.5 across all stages) How closely the output follows the input image. 7.5 is the sweet spot. Going above 10 can over-fit and produce artifacts. Below 5, the model takes more creative liberty with parts of the subject that aren't visible in the photo.

Texture sampling steps (default: 12) Controls how detailed the PBR materials get. Want richer textures and tighter detail? Push to 16-20. The texture pass runs after the shape is locked, so re-running this stage alone is cheap.

Decimation target (default: 200,000) Polygon count of the final mesh. 200k is a solid middle ground. Need a hero asset for film or 3D printing? Go higher. Need a game-ready asset under 50k tris? Drop it down. The remesher rebuilds clean topology at whatever target you set.

Texture size (default: 1024) Resolution of the baked PBR maps. 1024 works for most uses. Bump to 2048 for hero shots or close-ups.

Remesh (default: on) Leave it on. Rebuilds clean topology after generation, which makes the GLB much easier to work with downstream.

What is Trellis 2 good for?

Turning concept art, product photos, and reference images into usable 3D assets in about a minute. Best for prototyping game props, building e-commerce 3D viewers, generating placeholder assets for animators, and making 3D-printable shapes. The PBR output drops into Blender, Unity, or Unreal without extra material setup.

Game development is the obvious fit. Drop a concept sketch in, get a textured prop out, decimate it to your engine's target, and ship. You can iterate ten variations in the time it would take to model one by hand.

Product to AR is the e-commerce angle. Shoot a clean photo of the product, run it, and you have a GLB ready for Shopify's 3D viewer or a WebXR scene.

Where it struggles: complex multi-object scenes, very thin or wiry subjects, and anything where sub-millimeter accuracy matters. Trellis 2 is generative, not photogrammetry. If you need a survey-grade scan, use a real scanner. If you need a believable 3D asset that looks right and ships fast, this is the workflow.

FAQ

What image works best for Trellis 2? A single subject with even lighting and a plain background. Three-quarter angles give the model the most depth information. Avoid heavy motion blur, harsh shadows, or images where the subject blends into the background. The workflow has automatic masking built in, so you don't need to pre-cut the subject.

What's the difference between Trellis 1 and Trellis 2? Trellis 2 jumps to 4 billion parameters and adds full PBR materials including transparency. The new O-Voxel representation handles open surfaces and non-manifold geometry that the original Trellis couldn't. You also get higher max resolution (up to 1536³) and faster generation per sampling step.

Does Trellis 2 export PBR materials? Yes. The textured mesh stage bakes base color, roughness, metallic, and opacity maps into a single GLB. Transparent and translucent materials come through correctly, and the asset reads right in any PBR-aware engine without manual material setup in Blender or Unity.

What polygon count should I set for game assets? For mobile, target 5,000-15,000 tris. For PC and console, 30,000-80,000 is common. Set decimation to whatever budget your engine wants. Keep remesh on so the topology stays clean after the cut.

How to run Trellis 2 online? You can run Trellis 2 online through Floyo. No installation, no setup. Open the workflow in your browser, upload your inputs, and hit run. Free to try.

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