Hunyuan3D 2.1 vs TRELLIS.2 vs TripoSR (2026): Which Open Image-to-3D Model Wins?

Hunyuan3D 2.1 vs TRELLIS.2, the two leading open image-to-3D models, head to head, plus the fast lightweight one. Compared on geometry, PBR textures, inputs, speed, VRAM, and license.

By TripoSR TeamUpdated 2026-09-07Published 2026-07-24Last tested 2026-09-07
Hunyuan3D 2.1

The proven production pipeline with the biggest ecosystem, if you have the GPU and the license fits.

Best for Most input options

Visit Hunyuan3D 2.1
TRELLIS.2

The new fidelity leader: arbitrary topology, full PBR with transparency, MIT, on a 24 GB card.

Best for Best geometry detail

Visit TRELLIS.2
TripoSR

The fast, lightweight one: not the highest quality, but it runs almost anywhere.

Best for Fastest

Visit TripoSR

If you have landed on "Hunyuan3D vs TRELLIS" or "TRELLIS 2 vs Hunyuan3D 2.1," you have already made the important decision: you want an open model you can download and run, not a hosted tool with a credit meter. The two names that dominate that conversation in 2026 are Tencent's Hunyuan3D 2.1, still the newest general-purpose image-to-3D Hunyuan3D with open weights, and Microsoft's TRELLIS.2, the 4-billion-parameter successor to the original TRELLIS that shipped in December 2025. The third name we add here, the open-source TripoSR model, is deliberately a different kind of tool: smaller, faster, and lighter rather than the highest quality. We say that up front, and every claim carries a source you can check.

This is an honest head-to-head, not a home win. For a production-ready textured mesh, TRELLIS.2 and Hunyuan3D 2.1 lead, and TripoSR does not pretend otherwise. Where TripoSR earns its place is the other axis: raw speed, tiny VRAM, and the cleanest MIT license. We compared all three on geometry, textures, inputs and outputs, speed, the hardware you actually need, ecosystem, and license. Facts for each model come from its official repository, paper, model card, and license file, re-checked on 2026-09-07 for the TRELLIS.2 and Hunyuan3D 2.1 material, and every claim carries a source id you can verify below. Hunyuan3D and TRELLIS are trademarks of their owners; this is an independent comparison, not a sponsorship.

Hunyuan3D 2.1TRELLIS.2TripoSR
GeometryHoleless production meshesArbitrary topology, up to 1536 cubedClean but simpler, single-view
TexturesPBR paint stage (albedo, metallic, roughness), 4K texturesNative PBR incl. opacity, 4K texturesVertex colors only, no PBR
Inputs and outputsImage or multi-view in, GLB / OBJ out, texture-only modeSingle image in, PBR GLB out (original TRELLIS: text, Gaussians)Single image in, OBJ / GLB out
Published speedNot disclosed, multi-stageAbout 3s at 512 cubed, 60s at 1536 cubed (H100)Under 0.5s on A100, feed-forward
VRAM to run10 GB shape, about 29 GB full24 GB minimum, Linux onlyAbout 6 GB, CPU fallback
EcosystemLargest community, ComfyUI, hosted platformOfficial HF Space, fast-growing repoOldest, smallest, simplest to run
LicenseCommunity license, EU/UK/SK excludedMIT (two NVIDIA deps separate)Plain MIT

By the numbers

VRAM to run locally
Hunyuan3D 2.1
About 29 GB
TRELLIS.2
24 GB min
TripoSR
About 6 GB

GPU memory to produce a complete result. Hunyuan3D 2.1 needs 10 GB for geometry alone and 29 GB with its texture pass. TRELLIS.2 states a 24 GB minimum (the original TRELLIS was 16 GB). TripoSR has no separate texture stage. Checked 2026-09-07.

Published generation time
Hunyuan3D 2.1
Not disclosed
TRELLIS.2
About 3 s (512 cubed, H100)
TripoSR
Under 0.5 s (A100)

Official figures only, so the GPUs differ: TRELLIS.2 reports about 3 seconds at its lowest 512-cubed resolution on an H100 (17 s at 1024 cubed, 60 s at 1536 cubed); TripoSR reports under 0.5 seconds on an A100. Hunyuan3D 2.1 publishes no per-asset time.

GitHub stars
Hunyuan3D 2.1
About 14.8k
TRELLIS.2
About 11.1k
TripoSR
About 6.9k

Repository popularity as of September 2026. Hunyuan3D is its flagship Hunyuan3D-2 repo (the 2.1 repo adds about 4k more); TRELLIS is the TRELLIS.2 repo, which passed 11k in nine months (the original TRELLIS sits at about 13.6k). Star counts drift, so treat these as a snapshot.

Want to make your own? Try the Trellis 2 vs trellis, Hunyuan3d versions, Triposr vs hunyuan3d, Triposr vs sf3d, Free image to 3d, Free online image to 3d, Image to 3d print, Image to 3D model generator, Open-source TripoSR, Download or Paper.

Geometry: Hunyuan3D 2.1 vs TRELLIS.2

Best here: TRELLIS.2

Nobody here ships an independent, apples-to-apples benchmark you can just trust, so treat every "best quality" line as a starting point, not proof. What you can compare is how each model builds its shape. TRELLIS.2 replaced the original TRELLIS's Structured Latent pipeline with O-Voxel, a "field-free" sparse voxel representation that Microsoft designed specifically to escape the limits of iso-surface fields such as SDFs and Flexicubes. The practical claims are concrete: open surfaces like clothing and leaves, non-manifold geometry, sharp features, and fully enclosed internal structures, generated at 512-cubed, 1024-cubed, or 1536-cubed voxel resolution. That is a different class of geometry from the original TRELLIS, whose own project page conceded limited capability on photorealistic real-world objects.

Hunyuan3D 2.1 is the proven alternative: its diffusion-transformer shape stage produces meshes that Tencent's Hunyuan3D 2.0 report describes as holeless, the property that makes a mesh usable downstream without a repair pass, and it has a year of production use behind it. TRELLIS.2 is candid about the other side of its topology freedom: Microsoft's model card notes that raw meshes may occasionally contain small holes or minor topological discontinuities, ships a hole-filling step for strictly watertight needs such as 3D printing, and describes the 4B checkpoint as a base model not yet aligned to human preferences. TripoSR is the honest weak link on geometry: it reconstructs from a single view in one feed-forward pass, so it is fast and clean but carries less fine detail than a multi-step model, and it has no way to reason about the parts of the object the photo does not show. On the documentation, TRELLIS.2 takes this round for resolution and topology range, with Hunyuan3D's holeless meshes the safer, better-tested bet if your pipeline needs watertight output without a post-process.

Hunyuan3D 2.1

Best for: Clean, watertight meshes of real objects

Strengths

  • Diffusion-transformer shape stage produces meshes the Hunyuan3D 2.0 report describes as holeless, good for clean downstream assets
  • A year of production use and community testing behind the 2.1 weights

Watch-outs

  • The best-in-class geometry needs the heavy pipeline and a large GPU, not the mini variant
  • Iso-surface style output has no equivalent of TRELLIS.2's open-surface and internal-structure handling

TRELLIS.2

Best for: Maximum detail and complex topology from one image

Strengths

  • O-Voxel handles open surfaces, non-manifold geometry, sharp features, and enclosed internal structures
  • Generates at up to 1536-cubed voxel resolution, the highest published here

Watch-outs

  • Microsoft's model card warns raw meshes may occasionally contain small holes or minor discontinuities (a hole-filling step is provided for 3D printing), and the 4B checkpoint is a base model not aligned to human preferences
  • Newer and less battle-tested than Hunyuan3D 2.1; the highest resolutions take about a minute per asset even on an H100

TripoSR

Best for: Fast, simple geometry, not maximum fidelity

Strengths

  • Clean, usable geometry from a single image for how small and fast it is

Watch-outs

  • Single feed-forward pass carries less fine detail than a multi-step diffusion or flow model
  • No multi-view reasoning, so occluded parts of the object are guessed from one view

Textures and materials

Best here: TRELLIS.2

This used to be Hunyuan3D's clearest win, and it is now a genuine contest. Hunyuan3D 2.1 runs a dedicated second stage, Hunyuan3D-Paint, that synthesizes real PBR materials onto the mesh: albedo, metallic, and roughness maps rather than baked-on vertex color, painting from up to nine rendered views at up to 768 resolution and baking 4096-pixel texture maps. That is exactly what a game or product-visualization pipeline wants, and it has been shipping since June 2025.

TRELLIS.2 changes the picture because materials are native to its representation rather than a separate pass. O-Voxel stores base color, roughness, metallic, and opacity alongside the geometry, so every generation comes out as a PBR-ready GLB, and the opacity channel means translucent surfaces such as glass or foliage are modeled rather than faked. Texture resolution is not the differentiator: both bake 4096-pixel maps in their reference pipelines. TRELLIS.2 also has a shape-conditioned texturing mode for meshes you already have, matching Hunyuan3D's texture-only mode. On the documentation, TRELLIS.2 now edges this round on completeness, chiefly the opacity channel, with two caveats: this is a read of official material, not a side-by-side render test, and the GLB ships in opaque mode by default so you enable transparency in your DCC tool. TripoSR is the honest weak link: it outputs vertex colors only, with no PBR materials and no separate texture-synthesis stage, and Stability itself now points users toward its faster, game-ready successor SF3D for better surfacing.

Hunyuan3D 2.1

Best for: Production-tested PBR meshes on opaque objects

Strengths

  • Dedicated Hunyuan3D-Paint stage synthesizes real PBR materials (albedo, metallic, roughness) since 2.1
  • Proven, widely used textured output, baked to 4096-pixel maps from up to nine views, ready for lit rendering

Watch-outs

  • No opacity channel, so glass and foliage are approximated rather than modeled; the higher-detail figures belong to the hosted-only 2.5, which is not open

TRELLIS.2

Best for: The most complete PBR output from a single image

Strengths

  • Base color, roughness, metallic, and opacity are modeled natively with the geometry, so translucent materials work
  • A shape-conditioned texturing mode paints meshes you already have, and the reference export bakes 4096-pixel textures

Watch-outs

  • Exported GLB is opaque by default, so transparency must be switched on downstream; no independent render benchmark against Hunyuan3D exists yet

TripoSR

Best for: Fast geometry, not final textures

Strengths

  • Optional baked-texture UV on export for a simple appearance

Watch-outs

  • Vertex colors only: no PBR materials and no separate texture-synthesis pass
  • Stability now steers users to its SF3D successor for better surfacing

Inputs, outputs, and versatility

Best here: Hunyuan3D 2.1

Here the generational change cuts the other way. The original TRELLIS was the most flexible tool in this category: one Structured Latent result decoded to a textured mesh, 3D Gaussians, or a radiance field, and it shipped both image-to-3D and text-to-3D models. TRELLIS.2 narrows that on purpose. It is a single-image, image-to-3D model whose output is one thing, a mesh with PBR materials as GLB, and there is no text-conditioned TRELLIS.2 checkpoint. If you need Gaussians, a NeRF, or a text prompt from Microsoft's stack, you still run the original TRELLIS, and that is fine, the repo is still up and MIT, but it is a separate, older model.

Hunyuan3D 2.1 is therefore the broader open workflow today: it exports GLB and OBJ, accepts a single image or multi-view input through the 2mv variant in its 2.0 family, and has a texture-only mode that paints materials onto a mesh you already have. Its open weights are image-conditioned: the repo's text-to-3D mode works by chaining a text-to-image model (HunyuanDiT) in front of the image-to-3D stage, so there are no text-conditioned 3D weights. TripoSR is the narrowest of the three on purpose: a single image in, one mesh out as OBJ or GLB, with an optional baked-texture UV. No text input, no multi-view, no alternative representations. That simplicity is the trade for its speed and small footprint. For input options in a single open release, Hunyuan3D 2.1 takes this round.

Hunyuan3D 2.1

Best for: Mesh output with the most input options

Strengths

  • Exports GLB and OBJ, with a multi-view variant and a texture-only mode to paint your own meshes

Watch-outs

  • No text-conditioned 3D weights: the repo reaches text-to-3D only by chaining a text-to-image model in front of the image stage

TRELLIS.2

Best for: One high-fidelity PBR mesh per image

Strengths

  • Every TRELLIS.2 generation is a PBR-ready GLB, plus a shape-conditioned texturing mode
  • The original TRELLIS still covers text-to-3D and Gaussian or radiance-field output under MIT

Watch-outs

  • TRELLIS.2 itself is single-image in and mesh out only: no text prompt, no multi-view, no Gaussians

TripoSR

Best for: Straightforward single-image meshes

Strengths

  • Simple, predictable single-image to mesh, exports OBJ or GLB with an optional baked-texture UV

Watch-outs

  • Single image only: no text-to-3D, no multi-view, and mesh is the only representation

Speed

Best here: TripoSR

Speed is where TripoSR still pulls ahead, and it is a structural advantage rather than a tuning trick. TripoSR is a feed-forward reconstruction model: one pass through the network turns a single image into a mesh, and the paper and repo both put that at under 0.5 seconds on an NVIDIA A100. There is no diffusion or flow sampling loop to wait on. For a generate, glance, iterate loop it is a different experience from waiting on a multi-step model.

The gap has narrowed, though, and TRELLIS.2 deserves credit for publishing real numbers where most projects do not. Microsoft reports total shape-plus-material time of about 3 seconds at 512-cubed resolution, about 17 seconds at 1024-cubed, and about 60 seconds at 1536-cubed, measured on an H100. So at its lowest resolution TRELLIS.2 is only a few seconds behind TripoSR while producing a full PBR asset, and the price of its top resolution is a minute per object. Hunyuan3D 2.1 publishes no per-asset latency, so we will not invent one; its two-stage shape-then-paint pipeline is inherently heavier than a single pass, which is why distilled Turbo and Fast variants exist in the 2.0 family. The honest caveat on TripoSR's number: that sub-second figure is raw model inference on a top-tier GPU, so add background removal and slower hardware and your real end-to-end time grows. Relative to the other two, TripoSR is still the fast one.

Hunyuan3D 2.1

Best for: Quality over raw speed

Strengths

  • Distilled Turbo and Fast variants exist in the 2.0 family specifically to cut generation steps

Watch-outs

  • No official per-asset time is published, and the two-stage shape-then-paint pipeline is inherently heavier than a single feed-forward pass

TRELLIS.2

Best for: A full PBR asset in seconds on a big GPU

Strengths

  • Publishes real timings: about 3 s at 512 cubed, 17 s at 1024 cubed, 60 s at 1536 cubed on an H100, shape and material included

Watch-outs

  • Those figures are on an H100; the top resolution costs about a minute per asset, and slower cards will be well behind

TripoSR

Best for: Fast generate-and-iterate loops

Strengths

  • Feed-forward reconstruction in under 0.5 seconds on an A100, with no sampling loop

Watch-outs

  • That figure is raw inference on a top-tier GPU; background removal and slower hardware push real end-to-end time up

Hardware you need to run it

Best here: TripoSR

This is where the choice often gets made for you, because it decides what you can actually run. TripoSR needs about 6 GB of VRAM for a single image and falls back to CPU when no CUDA device is present, so it runs on modest, older, or laptop-class cards. That is a genuine advantage: it is the one most people can run on hardware they already own.

The two heavyweights ask for more, and TRELLIS.2 asks for more than its predecessor did. Microsoft states an NVIDIA GPU with at least 24 GB of memory, up from the original TRELLIS's 16 GB, verified on A100 and H100, and the code is tested only on Linux. That rules out every 16 GB consumer card and most 12 GB ones for a stock install. Hunyuan3D 2.1 needs 10 GB for shape generation alone, 21 GB for texturing, and 29 GB for the full shape-and-texture pipeline, which puts a complete textured result out of reach on most consumer cards, though a low-VRAM mode and the lighter 2mini variant help if you have less memory, and the older Hunyuan3D 2.0 pipeline fits a full textured result in about 16 GB (6 GB for shape alone) if you can live without 2.1's PBR paint stage. So the practical ranking is clean: TripoSR runs almost anywhere, TRELLIS.2 wants a 24 GB Linux box, and Hunyuan3D wants a bigger one for its best output. If your GPU is the constraint, this dimension can settle the whole comparison before the others matter.

Hunyuan3D 2.1

Best for: Workstations with a big GPU

Strengths

  • Shape-only generation fits in 10 GB, a low-VRAM mode plus the 2mini variant exist for smaller cards, and the older 2.0 pipeline fits a full textured result in about 16 GB

Watch-outs

  • The full 2.1 shape-and-texture pipeline needs about 29 GB of VRAM (21 GB for the texture stage alone), out of reach on most consumer GPUs

TRELLIS.2

Best for: A 24 GB or larger GPU on Linux

Strengths

  • A single 24 GB card (verified on A100 and H100) produces the full PBR asset with no second-stage memory jump

Watch-outs

  • The 24 GB minimum is up from the original TRELLIS's 16 GB, and the code is tested only on Linux with a CUDA toolchain to compile

TripoSR

Best for: Running on modest hardware

Strengths

  • About 6 GB VRAM for a single image, with a CPU fallback when there is no CUDA GPU
  • Runs on modest, older, or laptop-class hardware

Watch-outs

  • To hit the sub-second speed you still want a strong GPU; CPU mode is much slower

Ecosystem, variants, and setup

Best here: Hunyuan3D 2.1

The best model is the one you can actually get running and keep using, and here Hunyuan3D still has the most momentum in the community even though its open repos have been quiet since late 2025. The flagship Hunyuan3D-2 repo carries the biggest star count of the three, the family ships several variants (mini, multi-view 2mv, distilled Turbo and Fast), community ComfyUI and Unity integrations are linked from the official README, the 2.1 README lists macOS, Windows, and Linux support, and Tencent runs a hosted platform if you do not want to run it locally at all. That breadth is a real advantage when you hit an edge case and need an alternative variant or a community node. Worth knowing: Tencent's newer open 3D work has gone into sibling projects (Hunyuan3D-Omni, Hunyuan3D-Part, world models) rather than a 2.1 successor with open weights.

TRELLIS.2 is the fast-rising one: the repo passed 11,000 stars in nine months, it ships an official Hugging Face Space demo, a Gradio app, a texturing app, and full training code, and Microsoft was still pushing commits in mid 2026. Since ComfyUI v0.34.0 (August 2026) it also runs natively in ComfyUI core with official weights and no custom nodes. What it still lacks is a hosted product and any official non-Linux support, and its reference setup script compiles several CUDA extensions. TripoSR is the simplest to get running (a single image, about 6 GB of VRAM, a ready Hugging Face Space, and a Gradio app) but it is the oldest and smallest ecosystem here, its ComfyUI support is community-provided rather than official, and Stability now steers users toward SF3D. For the richest tooling, Hunyuan3D is the pick; for the shortest path from zero to a mesh, TripoSR is.

Hunyuan3D 2.1

Best for: The richest tooling and the most community help

Strengths

  • Largest community and star count of the three, several model variants, community ComfyUI and Unity integrations, and an official hosted option
  • The 2.1 README lists macOS, Windows, and Linux support, where TRELLIS.2 is Linux only

Watch-outs

  • The heaviest of the three to set up locally, the open repos have seen little activity since late 2025, and the license and territory limits complicate commercial adoption

TRELLIS.2

Best for: A capable, active repo with a ready web demo

Strengths

  • Official Hugging Face Space, Gradio and texturing apps, released training code, native ComfyUI support since v0.34.0, and a repo past 11k stars

Watch-outs

  • No hosted product, Linux only for the reference install, and the setup script compiles several CUDA extensions

TripoSR

Best for: The shortest path from zero to a mesh

Strengths

  • The simplest to run: a single image, a ready Hugging Face Space, and a Gradio app, on modest hardware

Watch-outs

  • The oldest and smallest ecosystem here, with community rather than official ComfyUI support, and Stability now points users to SF3D

License: which is truly unrestricted

Best here: TripoSR

All three are free to download, but "open" splits into details that matter the moment you want to ship something commercial. TRELLIS.2 is MIT for the model and the code, with one explicit caveat in its own README: two NVIDIA dependencies it uses for rendering, nvdiffrast and nvdiffrec, carry their own separate license terms, so a fully clean commercial stack takes a quick dependency check (the original TRELLIS had the same shape of caveat). TripoSR is plain MIT: use it, modify it, sell what you make, no user cap, no regional carve-out, no strings.

Hunyuan3D is the outlier, and it is worth being clear-eyed about. Its weights ship under the Tencent Hunyuan 3D 2.1 Community License, which is not MIT. Two clauses stand out: if your product crosses 1 million monthly active users you must request a separate license that Tencent may or may not grant, and the license territory explicitly excludes the European Union, the United Kingdom, and South Korea. It also forbids using outputs to train non-Hunyuan models. So Hunyuan3D is free to download but not unrestricted, and for an EU or UK builder that regional exclusion can be a hard stop no matter how good the model is. If "open and no strings" is what you need, TripoSR and TRELLIS.2 are the cleaner answers.

Hunyuan3D 2.1

Best for: Free use in non-EU projects under the MAU cap

Strengths

  • Free to download and use within the license terms, including commercial use inside the allowed territory

Watch-outs

  • Not MIT: the community license adds a 1 million MAU gate, excludes the EU, UK, and South Korea, and forbids using outputs to train non-Hunyuan models

TRELLIS.2

Best for: Permissive use with a quick audit

Strengths

  • MIT for the model and the code, commercial use permitted

Watch-outs

  • The nvdiffrast and nvdiffrec rendering dependencies are under separate NVIDIA license terms, so a fully clean commercial stack needs a dependency license check

TripoSR

Best for: Truly unrestricted use

Strengths

  • Plain MIT with no MAU cap, no regional exclusion, and no clause on training other models

Watch-outs

  • MIT is permissive but carries no warranty or IP indemnity, so responsibility for what you generate is yours

TRELLIS.2 vs the original TRELLIS: what actually changed

If you last looked at this comparison in 2025, the TRELLIS column has changed underneath you. The original TRELLIS (December 2024) was a family of 342M to 2B parameter models built on Structured Latents (SLAT) that decoded one result into a mesh, 3D Gaussians, or a radiance field, took either an image or a text prompt, and ran on a 16 GB GPU. TRELLIS.2 (December 2025) is a single 4-billion-parameter image-to-3D model built on a new representation, O-Voxel, that stores geometry and full PBR appearance together and compresses a 1024-cubed asset into roughly 9,600 latent tokens. It generates at 512, 1024, or 1536 cubed, outputs one PBR-ready GLB, handles open surfaces and internal structures the old iso-surface approach could not, and publishes timings of about 3 to 60 seconds per asset on an H100.

What it gave up matters just as much. TRELLIS.2 has no text-to-3D checkpoint, no Gaussian or radiance-field output, and needs 24 GB of VRAM instead of 16. So the honest way to read "TRELLIS 2 vs Hunyuan3D 2.1" is as a fidelity duel between two single-image PBR mesh generators, where the older TRELLIS is still the answer if what you wanted was text input or splats. Both TRELLIS generations are MIT-licensed and both repos remain online.

So which open image-to-3D model should you use?

The honest short answer is that there is no single winner, because the three are built for different jobs. If you want the highest-fidelity PBR asset from one image and you have a 24 GB Linux GPU, TRELLIS.2 is the pick: arbitrary topology, native materials including transparency, up to 1536-cubed resolution, published timings, and MIT. If you want the broadest open workflow, multi-view input, a texture-only mode, a hosted fallback, and the biggest community, Hunyuan3D 2.1 is the answer, provided its 29 GB appetite and community license fit your product and region.

If your constraint is speed or the GPU you already own, TripoSR is the pragmatic choice: it reconstructs in under a second, runs in about 6 GB of VRAM with a CPU fallback, and is plain MIT, at the cost of textures and fine detail. A common real-world pattern is to use them together: TripoSR for a fast first pass while you iterate on the input photo, then TRELLIS.2 or Hunyuan3D for the final, higher-quality asset once the composition is right. They are all free to download, so trying more than one costs only your time.

Which should you pick?

  • You want the most detailed PBR asset from a single image

    TRELLIS.2 TRELLIS.2 generates arbitrary-topology geometry with base color, roughness, metallic, and opacity at up to 1536 cubed, under MIT.

  • You need multi-view input, a texture-only pass, or the biggest community

    Hunyuan3D 2.1 Hunyuan3D 2.1 and its 2.0 family cover multi-view, mesh texturing, ComfyUI wrappers, and a hosted platform.

  • You want text-to-3D, Gaussians, or a radiance field from an open model

    TRELLIS.2 The original TRELLIS still ships text models and decodes to mesh, Gaussians, or NeRF, on a 16 GB card under MIT.

  • You want speed, a tiny footprint, or the GPU you already own

    TripoSR Under a second on an A100, about 6 GB of VRAM with a CPU fallback, and plain MIT.

How we tested

We compared the three open models on what actually decides which one fits your project: geometry and mesh detail, textures and materials, inputs and outputs, speed, the VRAM needed to run them, ecosystem and setup, and how unrestricted the license is.

This is a documentation-based comparison, not an independent benchmark. Facts for each model were read from its official GitHub repository, paper, Hugging Face model card, and license file. The TRELLIS.2 and Hunyuan3D 2.1 material was re-checked on 2026-09-07 when this article was updated from the original TRELLIS to TRELLIS.2; the remaining sources were checked on 2026-07-24. Every claim in the tables and dimensions carries a source id you can verify below. Where a project does not publish a figure (for example, per-asset generation time for Hunyuan3D), we say "not disclosed" rather than guess. Open-source projects move fast, so verify the current numbers in each repository before you commit.

The bottom line

Hunyuan3D 2.1 vs TRELLIS.2 comes down to what you value: TRELLIS.2 for the highest-fidelity single-image PBR asset with an MIT license if you have a 24 GB Linux machine, Hunyuan3D 2.1 for the broadest workflow, multi-view input, and the biggest community if its GPU appetite and community license suit you. TripoSR is the third option for a different reason entirely: it is the fast, tiny, plain-MIT model you can run almost anywhere, at the cost of textures and fine detail. Pick by hardware and output first, license second.

And if running any of them yourself sounds like more setup than you want, triposr.org runs the same TripoSR image-to-3D approach hosted in your browser, no GPU required. That part is a paid convenience rather than free, but it skips the local setup entirely and gives you textured GLB output with commercial, watermark-free downloads.

FAQ

TRELLIS 2 vs Hunyuan3D 2.1: which is better?

On the official documentation, TRELLIS.2 is the higher-fidelity single-image model and Hunyuan3D 2.1 is the broader, better-tested workflow. TRELLIS.2 (Microsoft, December 2025, 4B parameters, MIT) generates arbitrary-topology geometry with full PBR materials including opacity at up to 1536-cubed resolution, and publishes timings of about 3 to 60 seconds per asset on an H100, but it needs a 24 GB Linux GPU and takes only a single image. Hunyuan3D 2.1 (Tencent, June 2025) produces meshes its 2.0 report describes as holeless, adds a dedicated PBR paint stage, adds multi-view input and a texture-only mode, and has the biggest community, but the full pipeline needs about 29 GB of VRAM and its community license excludes the EU, UK, and South Korea. Pick TRELLIS.2 for maximum detail under MIT, Hunyuan3D 2.1 for workflow breadth. No independent benchmark settles it yet.

What is TRELLIS.2, and how is it different from TRELLIS?

TRELLIS.2 is Microsoft Research's second-generation open image-to-3D model, released in December 2025 under the MIT license with a 4-billion-parameter flow-matching transformer. It replaces the original TRELLIS's Structured Latent (SLAT) pipeline with O-Voxel, a field-free sparse voxel representation that stores geometry and PBR appearance together and handles open surfaces, non-manifold geometry, and enclosed internal structures. It outputs a single PBR-ready GLB at 512, 1024, or 1536 cubed. Compared with the original TRELLIS (December 2024), it drops text-to-3D and Gaussian or radiance-field output, and raises the VRAM minimum from 16 GB to 24 GB, in exchange for much higher fidelity and materials with transparency.

Which is faster, Hunyuan3D, TRELLIS.2, or TripoSR?

TripoSR is the fastest: it is a feed-forward reconstruction model that turns a single image into a mesh in under 0.5 seconds on an NVIDIA A100, with no sampling loop. TRELLIS.2 is the only heavyweight that publishes numbers, and they are respectable: about 3 seconds at 512-cubed resolution, 17 seconds at 1024 cubed, and 60 seconds at 1536 cubed on an H100, shape and PBR materials included. Hunyuan3D 2.1 publishes no official per-asset time; its two-stage shape-then-paint pipeline is inherently heavier than a single pass, which is why distilled Turbo and Fast variants exist in the 2.0 family. If fast iteration matters more than final texture quality, TripoSR is the clear pick; if you want a full PBR asset in seconds on a big GPU, TRELLIS.2 at 512 cubed is close behind.

Are Hunyuan3D, TRELLIS.2, and TripoSR free?

All three are free to download and run as open models, with no watermark, no credit meter, and no per-generation cost beyond your own electricity. The differences are in the license and the hardware. TripoSR and TRELLIS.2 are MIT-licensed (TRELLIS.2 notes that its nvdiffrast and nvdiffrec rendering dependencies carry separate NVIDIA license terms, worth a quick check), so you can use, modify, and sell what you make. Hunyuan3D 2.1 is free to download but ships under the Tencent Hunyuan 3D 2.1 Community License, which adds a 1 million monthly active user cap, excludes the EU, UK, and South Korea, and forbids using outputs to train non-Hunyuan models. So all three are free; only TripoSR and TRELLIS.2 are truly unrestricted.

Which open model has the best textures?

On the documentation, TRELLIS.2 now has the most complete materials, with Hunyuan3D 2.1 the proven runner-up. TRELLIS.2 models base color, roughness, metallic, and opacity natively in its O-Voxel representation, so every generation is a PBR-ready GLB and translucent surfaces such as glass are supported; the GLB is opaque by default until you enable transparency downstream. Hunyuan3D 2.1 runs a dedicated Hunyuan3D-Paint stage that synthesizes albedo, metallic, and roughness maps from up to nine rendered views, and it has a year of production use behind it. Both bake 4096-pixel texture maps, so resolution does not separate them; the opacity channel does. TripoSR outputs vertex colors only, with no PBR materials, which is the trade for its speed and small size.

How much VRAM do TRELLIS.2 and Hunyuan3D 2.1 need?

TRELLIS.2 states an NVIDIA GPU with at least 24 GB of memory, verified on A100 and H100, and the code is tested only on Linux; that is up from the original TRELLIS's 16 GB minimum. Hunyuan3D 2.1 needs 10 GB for shape generation alone, 21 GB for the texture stage, and 29 GB for the full shape-and-texture pipeline, with a low-VRAM mode and the lighter 2mini variant in the 2.0 family for smaller cards. TripoSR needs about 6 GB for a single image and falls back to CPU when no CUDA GPU is present, so it runs on modest, older, or laptop-class hardware. If the GPU you own is the constraint rather than absolute fidelity, TripoSR is the open model most people can actually run today.

Does TRELLIS.2 support text-to-3D?

No. TRELLIS.2 is a single-image, image-to-3D model with one output type, a mesh with PBR materials exported as GLB; Microsoft has released no text-conditioned TRELLIS.2 checkpoint. Text-to-3D from Microsoft's open stack still means the original TRELLIS, which ships text-base, text-large, and text-xlarge models and decodes to a mesh, 3D Gaussians, or a radiance field on a 16 GB GPU under MIT. Hunyuan3D's open weights are image-conditioned only, and its repo reaches text-to-3D by chaining a text-to-image model in front of the image stage, while TripoSR is single-image only. If open text-to-3D matters to you, the original TRELLIS remains the one to use.

Is Hunyuan3D open source?

Hunyuan3D publishes open weights, so you can download and run it for free, but it is not open source in the MIT or Apache sense. The current open release is Hunyuan3D 2.1 from June 2025, shipped under the Tencent Hunyuan 3D 2.1 Community License (the newer 2.5 is hosted or report-only, not open, and Tencent's later open 3D work has gone into sibling projects such as Hunyuan3D-Omni and Hunyuan3D-Part). That license adds a 1 million monthly active user gate, excludes the European Union, United Kingdom, and South Korea from its territory, and forbids using outputs to train non-Hunyuan models. So it is free and open-weights, but restricted, unlike TRELLIS.2 and TripoSR, which are MIT-licensed.

Where does TripoSR fit if Hunyuan3D and TRELLIS.2 are higher quality?

TripoSR competes on a different axis: speed, footprint, and simplicity rather than maximum fidelity. It reconstructs a mesh in under a second on an A100, runs in about 6 GB of VRAM with a CPU fallback, and is plain MIT with no restrictions, which makes it ideal for fast iteration, low-end hardware, and unrestricted commercial use. A common workflow is to use TripoSR for a quick first pass while you dial in the input photo, then switch to TRELLIS.2 or Hunyuan3D for the final, higher-quality textured asset. It is the fast, run-anywhere option, not the quality leader, and it is honest about that.

Sources

Related

TripoSR Team

Editorial, TripoSR

Hands-on testing of image-to-3D and text-to-3D tools by the TripoSR team.

Want image-to-3D without setting up a GPU?

Hunyuan3D, TRELLIS.2, and TripoSR are all free to run yourself if you have the hardware. If you would rather skip the setup, triposr.org runs image-to-3D in your browser, with textured GLB output and commercial, watermark-free downloads. That part is a paid product, not free, but there is nothing to install.

Try it in your browser