[HN Gopher] Hunyuan3D-2-Turbo: fast high-quality shape generatio...
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       Hunyuan3D-2-Turbo: fast high-quality shape generation in ~1s on a
       4090
        
       Author : dvrp
       Score  : 161 points
       Date   : 2025-03-20 01:58 UTC (21 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | dvrp wrote:
       | See also: https://github.com/Tencent/FlashVDM
        
         | Flux159 wrote:
         | I think the link should be updated to this since it's currently
         | just pointing to a git commit.
        
           | dvrp wrote:
           | Reason for that is because of the dedup filter was thinking
           | that this release is the same as the one that happened
           | yesterday. Besides, the Flash release is only one of many.
        
       | leshokunin wrote:
       | Can we see meshes, exports in common apps as examples?
       | 
       | This looks better than the other one on the front page rn
        
         | dvrp wrote:
         | Agree. That's why I posted it; I was surprised people were
         | sleeping on this. But it's because they posted something
         | yesterday and so the link dedup logic ignored this. This is why
         | I linked to the commit instead.
         | 
         | There are meshes examples on the Github. I'll toy around with
         | it.
        
         | llm_nerd wrote:
         | Generate some of your own meshes and drop them in Blender.
         | 
         | https://huggingface.co/spaces/tencent/Hunyuan3D-2
         | 
         | The meshes are very face-rich, and unfortunately do not reduce
         | well in any current tool [1]. A skilled Blender user can
         | quickly generate better meshes with a small fraction of the
         | vertices. However if you don't care about that, or if you're
         | just using it for brainstorming starter models it can be super
         | useful.
         | 
         | [1] A massive improvement in the space will be AI or
         | algorithmic tools which can decimate models better than the
         | current crop. Often thousands of vertices can be reduced to a
         | fraction with no appreciable impact in quality, but current
         | tools can't do this.
        
       | boppo1 wrote:
       | Can it run on a 4080 but slower, or is the vram a limitation?
        
         | dvrp wrote:
         | They don't mention that and I don't have one -- can you try for
         | yourself and let us know? I think you can get it from
         | Huggingface or GH @ https://github.com/Tencent/Hunyuan3D-2
        
           | fancyfredbot wrote:
           | They mention "It takes 6 GB VRAM for shape generation and
           | 24.5 GB for shape and texture generation in total."
           | 
           | So based on this your 4080 can do shape but not texture
           | generation.
        
             | boppo1 wrote:
             | Nnice, that's all i needed anyway.
        
         | thot_experiment wrote:
         | almost certainly, i haven't tried the most recent models but i
         | have used hy3d2 and hy3d2-fast a lot and they're quite light to
         | inference. You're gonna spend more time decoding the latent
         | than you will inferencing. Takes about 6gb vram on my machine,
         | I can't imagine these will be heavier.
        
         | llm_nerd wrote:
         | It can run on a 4080 if you divide and conquer. I just ran a
         | set on my 3060 (12GB), although I have my own script which does
         | each step separately as each stage uses from 6 - 12GB of VRAM.
         | 
         | -loads the diffusion model to go from text to an image and then
         | generate a varied series of images based upon my text. One of
         | the most powerful features of this tool, in my opinion, is text
         | to mesh, and to do this it uses a variant of Stable Diffusion
         | to create 2D images as a starting point, then returning to the
         | image to mesh pipeline. If you already have an image this part
         | obviously isn't necessary.
         | 
         | -frees the diffusion model from memory.
         | 
         | Then for each image I-
         | 
         | -load the image to mesh model, which takes approximately 12GB
         | of VRAM. Generate a mesh
         | 
         | -free the image to mesh model
         | 
         | -load the mesh + image to textured mesh model. Texture the mesh
         | 
         | -free the mesh + image to textured mesh model
         | 
         | It adds a lot of I/O between each stage, but with super fast
         | SSDs it just isn't a big problem.
        
           | llm_nerd wrote:
           | Just as one humorous aside, if you use the text to mesh
           | pipeline, as mentioned the first stage is simply a call to a
           | presumably fine-tuned variant of stable diffusion with your
           | text and the following prompts (translated from Simplified
           | Chinese)-
           | 
           | Positive: "White background, 3D style, best quality"
           | 
           | Negative: "text, closeup, cropped, out of frame, worst
           | quality, low quality, JPEG artifacts, PGLY, duplicate,
           | morbid, mutilated, extra fingers, mutated hands, bad hands,
           | bad face, mutation, deformed, blurry, dehydrated, bad
           | anatomy, bad proportions, extra limbs, cloned face,
           | disfigured, gross proportions, malformed limbs, missing arms,
           | missing legs, extra arms, extra legs, fused fingers, too many
           | fingers, long neck"
           | 
           | Thought that was funny.
        
       | fixprix wrote:
       | I recently got into creating avatars for VR and have used AI to
       | learn Unity/Blender so ridiculously fast, like just a couple
       | weeks I've been at it now. All the major models can answer
       | basically any question. I can paste in screenshots of what I'm
       | working on and questions and it will tell me step by step what to
       | do. I'll ask it what particular settings mean, there are so many
       | settings in 3d programs; it'll explain them all and suggest
       | defaults. You can literally give Gemini UV maps and it'll
       | generate textures for you, or this for 3d models. It feels like
       | the jump before/after stack overflow.
       | 
       | The game Myst is all about this magical writing script that
       | allowed people to write entire worlds in books. That's where it
       | feels like this is all going. Unity/Blender/Photoshop/etc.. is
       | ripe for putting a LLM over the entire UI and exposing the APIs
       | to it.
        
         | anonzzzies wrote:
         | You tried sharing your screen with Gemini intead of
         | screenshots? I found it sometimes is really brilliant and
         | sometimes terrible. It's mostly a win really.
        
         | baq wrote:
         | Look up blender and unity MCP videos. It's working today.
        
           | fixprix wrote:
           | Watching a video on it now, thanks!
        
         | ForTheKidz wrote:
         | > The game Myst is all about this magical writing script that
         | allowed people to write entire worlds in books. That's where it
         | feels like this is all going. Unity/Blender/Photoshop/etc.. is
         | ripe for putting a LLM over the entire UI and exposing the APIs
         | to it.
         | 
         | This is probably the first pitch for using AI as leverage
         | that's actually connected with me. I don't want to write my own
         | movie (sounds fucking _miserable_ ), but I do want to watch
         | yours!
        
           | iaw wrote:
           | I have this system 80% done for novels on my machine at home.
           | 
           | It is _terrifyingly_ good at writing. I expected Freshmen
           | college level but it 's actually close to professional in
           | terms of prose.
           | 
           | The plan is maybe transition into children's books then
           | children shows made with AI catered to a particular child at
           | a particular phase of development (Bluey talks to your kid
           | about making sure to pick up their toys)
        
             | thisisnotauser wrote:
             | I think there's a big question in there about AI that
             | breaks a lot of my preexisting worldviews about how
             | economics works: if anyone can do this at home, who are you
             | going to sell it to?
             | 
             | Maybe today only a few people can do this, but five years
             | from now? Ten? What sucker would pay for any TV shows or
             | books or video games or anything if there's a comfy UI
             | workflow or whatever I can download for free to make my
             | own?
        
               | CamperBob2 wrote:
               | _What sucker would pay for any TV shows or books or video
               | games or anything if there 's a comfy UI workflow or
               | whatever I can download for free to make my own?_
               | 
               | I think it's about time the industry faced that risk.
               | They have it coming in spades.
               | 
               | For example, LOST wouldn't have been such a galactic
               | waste of time if I could have asked an AI to rewrite the
               | last half of the series. Current-generation AI is almost
               | sufficient to do a better job than the actual writers, as
               | far as the screenplay itself is concerned, and eventually
               | the technology will be able to render what it writes.
               | 
               | Call it... _severance._
        
               | numpad0 wrote:
               | Only few are both capable and willing to take on creative
               | tasks, with AIs or not. Boring people cannot form strong
               | enough cohesive thoughts that can drive an AI, even if AI
               | output itself were not as boring as they are.
        
               | fixprix wrote:
               | It breaks economics in a good way. Less resources spent
               | on all kinds of media and other things is deflationary.
               | Prices go down, a single person can provide for a family
               | working less hours.
        
               | yfw wrote:
               | How is this good in any way for the creative workers? Do
               | you think there's a sustainable source of innovative and
               | interesting experiences being generated if no people
               | wrote anymore?
        
               | fixprix wrote:
               | It's good for everybody. We have to work less to survive.
               | Everyone is more productive at whatever they do. The
               | value is in the ideas not the medium. You might write a
               | book and I'll take it and use AI to turn it into audio,
               | or a tv series, or a movie, or a video game.
               | 
               | The bottleneck is no longer on labor to turn ideas into
               | reality, the bottleneck is imagination itself. It's
               | incredible. The cost to produce/consume going down along
               | with many other facets of the economy translates into
               | deflation.
               | 
               | If you make less money, or work less hours, or only have
               | a single person in your family work - that's ok because
               | money will go further. That's the whole idea behind Star
               | Trek, the first step though was intelligent computers,
               | automation and robots. Harnessed in a way that doesn't
               | backfire on us.
        
             | YurgenJurgensen wrote:
             | The 'professional level' prose to which you refer:
             | "ABSOLUTE PRIORITY: TOTAL, COMPLETE, AND ABSOLUTE QUANTUM
             | TOTAL ULTIMATE BEYOND INFINITY QUANTUM SUPREME LEGAL AND
             | FINANCIAL NUCLEAR ACCOUNTABILITY"
             | 
             | Even if AI prose weren't shockingly dull, these models all
             | go completely insane long before they reach novel length.
             | Anthropic are doing a good job embarrassing themselves at
             | an easy bug-catching game for barely-literate 8-year olds
             | as we speak, and the model's grip on reality is basically
             | gone at this point, even with a second LLM trying to keep
             | it on track. And even before they get to the 'insanity'
             | stage, their writing inevitably experiences regression
             | towards the average of all writing styles regardless of the
             | prompt, so there's not much 'prompt engineering' you can do
             | to fix this.
        
           | yfw wrote:
           | The value of art is that it's a human creation and a product
           | of human expression. The movie you generate from AI is at
           | best content.
        
         | mclau156 wrote:
         | I have never seen knowledge to be the limiting factor in
         | success in the 3D world, its usually lots of dedicated time to
         | model, rig, and animate
        
           | iamjackg wrote:
           | It's often the limiting factor to getting started, though.
           | Idiosyncratic interfaces and control methods make it really
           | tedious to start learning from scratch.
        
             | spookie wrote:
             | I don't think they are idiosyncratic. They are built for
             | purpose, one simply lacks what to look for. Same for
             | programming really.
             | 
             | I also think that using AI would only lengthen the learning
             | period. It will get some kind of results faster, though.
        
           | spookie wrote:
           | If you need time dedicated to it, knowledge is the limiting
           | factor.
        
         | tempaccount420 wrote:
         | > Unity/Blender/Photoshop/etc.. is ripe for putting a LLM over
         | the entire UI and exposing the APIs to it.
         | 
         | This is what Windows Copilot should have been!
        
           | fixprix wrote:
           | I'm sure they're working on it. This MCP stuff is early days.
           | Even I am just finding out about it's integration into
           | Blender and Unity in this thread.
        
         | sinzin91 wrote:
         | You should check out Blender MCP, which allows you to connect
         | Claude Desktop/Cursor/etc to Blender as a tool. Still early
         | days from my experiments but shows where it could go
         | https://github.com/ahujasid/blender-mcp
        
       | sruc wrote:
       | Nice model, but strange license. You are not allowed to use it in
       | EU, UK, and South Korea.
       | 
       | "Territory" shall mean the worldwide territory, excluding the
       | territory of the European Union, United Kingdom and South Korea.
       | 
       | You agree not to use Tencent Hunyuan 3D 2.0 or Model Derivatives:
       | 1. Outside the Territory;
        
         | Eduard wrote:
         | source:
         | https://github.com/Tencent/Hunyuan3D-2/blob/main/LICENSE
        
         | johaugum wrote:
         | Meta's Llama models (and likely many others') have similar
         | restrictions.
         | 
         | Since they don't fully comply with EU AI regulations, Meta
         | preemptively disallows their use in those regions to avoid
         | legal complications:
         | 
         | "With respect to any multimodal models included in Llama 3.2,
         | the rights granted under Section 1(a) of the Llama 3.2
         | Community License Agreement are not being granted to you if you
         | are an individual domiciled in, or a company with a principal
         | place of business in, the European Union. This restriction does
         | not apply to end users of a product or service that
         | incorporates any such multimodal models"
         | 
         | https://github.com/meta-llama/llama-models/blob/main/models/...
        
         | littlestymaar wrote:
         | This is merely a "we don't take responsibility if this somehow
         | violates EU rules around AI", it's not something they can
         | enforce in any way.
         | 
         | But even as such a strategy, I don't think that would hold if
         | the Commission decided to fine Tencent for releasing that in
         | case it violated the regulation.
         | 
         | IMHO it's just the lawyers doing _something_ to please the boss
         | who asked them to "solve the problem" (which they can 't,
         | really).
        
         | ForTheKidz wrote:
         | Probably for domestic protection more than face value. Western
         | licenses certainly have similar clauses to protect against
         | liability for sanction violations. It's not like they can
         | actually do much to prevent the EU from gaining from it.
         | 
         | North Korea? Maybe. Uk? Who gives a shit
        
       | lwansbrough wrote:
       | How long before we start getting these rigged using AI too? I've
       | seen a few of these 3D models so far but none that do rigging.
        
         | halkony wrote:
         | This is what I'm looking forward to the most, there's a lot of
         | potential for virtual reality with these models.
        
         | bufferoverflow wrote:
         | https://anything.world/
        
           | qingcharles wrote:
           | This looks great!
        
       | Y_Y wrote:
       | How are they extracting value here? Is this just space-
       | race-4-turbo propagandising?
       | 
       | I see plenty of GitHub sites that are barely more than
       | advertising, where some company tries to foss-wash their
       | crapware, or tries to build a little text-colouring library that
       | burrows into big projects as a sleeper dependency. But this isn't
       | that.
       | 
       | What's the long game for these companies?
        
         | yowlingcat wrote:
         | There's an old Joel Spolsky post that's evergreen about this
         | strategy -- "commoditize your complement" [1]. I think it's
         | done for the same reason Meta has made llama reasonably open --
         | making it open ensures that a proprietary monopoly over AI
         | doesn't threaten your business model, which is noteworthy when
         | your business model might include aggregating tons of UGC and
         | monetizing engagement over it. True, you may not be able to run
         | the only "walled garden" around it anymore, but at least
         | someone else can't raid your walled garden to make a new one
         | that you can't resell anymore. That's the simplest strategic
         | rationale I could give for it, but I can imagine deeper layers
         | going beyond that.
         | 
         | https://www.joelonsoftware.com/2002/06/12/strategy-letter-v/
        
       | quitit wrote:
       | Running my usual img2mesh tests on this.
       | 
       | 1. It does a pretty good job, definitely a steady improvement
       | 
       | 2. The demos are quite generous versus my own testing, however
       | this type of cherry-picking isn't unusual.
       | 
       | 3. The mesh is reasonably clean. There are still some areas of
       | total mayhem (but these are easy to fix in clary modelling
       | software.)
        
       | amelius wrote:
       | I don't understand why it is necessary to make it this fast.
        
         | Philpax wrote:
         | It helps with iteration - you can try out different concepts
         | and variations quickly without having to wait, especially as
         | you refine what you want and your understanding of what it's
         | capable of.
         | 
         | Also, in general, why not?
        
           | amelius wrote:
           | > Also, in general, why not?
           | 
           | There are various reasons:
           | 
           | - Premature optimization will take away flexibility, and will
           | thus affect your ability to change the code later.
           | 
           | - If you add features later that will affect performance,
           | then since the users are used to the high performance, they
           | might think your code is slow.
           | 
           | - There are always a thousands things to work on, so why
           | spend effort on things that users, at this point, don't care
           | much about?
        
             | andybak wrote:
             | > users, at this point, don't care much about?
             | 
             | What makes you think this is true?
        
             | TeMPOraL wrote:
             | Being _this fast_ is not a  "premature optimization", it's
             | a qualitatively different product category. ~immediate
             | feedback vs. long wait time enables entirely different
             | kinds of working.
             | 
             | Also:
             | 
             | > _since the users are used to the high performance, they
             | might think your code is slow._
             | 
             | I wouldn't worry about it in general - almost all software
             | is ridiculously slow for the little it can do, and for the
             | performance of machines it runs on, and it still gets used.
             | Users have little choice anyway.
             | 
             | In this specific case, if speed is makes it into a
             | different product, then losing that speed makes the new
             | thing... a different product.
             | 
             | > _There are always a thousands things to work on, so why
             | spend effort on things that users, at this point, don 't
             | care much about?_
             | 
             | It's R&D work, and it's not like they're selling it.
             | Optimizing for speed and low resource usage is actually a
             | good way to stop the big players from building moats around
             | the technology, and to me, that seems like a big win for
             | humanity.
        
             | llm_nerd wrote:
             | They released the original "slow" version several months
             | ago. After understanding the problem space better they can
             | now release the much, much faster variant. That is the
             | complete opposite of premature optimization.
             | 
             | Yes, of course people care about performance. Generating
             | the mesh on a 3060 took 110+ seconds before, and now is
             | about 1 second. And on early tests the quality is largely
             | the same. I'd rather wait 1 second than 110 seconds,
             | wouldn't you? And obviously this has an _enormous_ impact
             | on the financials of operating this as a service.
        
         | bufferoverflow wrote:
         | Fast is always better than slow, if the quality isn't worse.
        
       | awongh wrote:
       | What's the best img2mesh model out there right now, regardless of
       | processing requirements?
       | 
       | Are any of them better or worse with mesh cleanliness? Thinking
       | in terms of 3d printing....
        
         | MITSardine wrote:
         | From what I could tell of the Git repo (2min skimming), their
         | model is generating a point cloud, and they're then applying
         | non-ML meshing methods on that (marching cubes) to generate a
         | surface mesh. So you could plug any point-cloud-to-surface-mesh
         | software in there.
         | 
         | I wondered initially how they managed to produce valid meshes
         | robustly, but the answer is not to produce a mesh, which I
         | think is wise!
        
       | coolius wrote:
       | has anyone tried to run this on apple silicon yet?
        
         | postalrat wrote:
         | That would be revolutionary.
        
       | debbiedowner wrote:
       | Has anyone tried it on a 3090?
        
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       (page generated 2025-03-20 23:01 UTC)