TRELLIS.2 vs TRELLIS vs TripoSR (2026): What Microsoft Changed, and How to Run TRELLIS 2 Free

TRELLIS 2 explained: what Microsoft changed from the original TRELLIS, what it costs in hardware, how to run it free, and where the lightweight TripoSR fits.

By TripoSR TeamUpdated 2026-09-08Last tested 2026-09-08
TRELLIS.2

The current Microsoft model: far higher fidelity, native PBR, single image in, GLB out.

Best for Best geometry and topology

Visit TRELLIS.2
TRELLIS (original)

The 2024 original: text-to-3D, Gaussians, and NeRF output, on a 16 GB card.

Best for Text-to-3D

Visit TRELLIS (original)
TripoSR

The lightweight plain-MIT option: less detail, no PBR, runs almost anywhere, hosted here without a GPU.

Best for Fastest

Visit TripoSR

If you searched for "TRELLIS 2" or "TRELLIS.2" you are looking at Microsoft Research's December 2025 successor to TRELLIS, and the first thing to know is that it is a different model, not a version bump. The original TRELLIS (December 2024) was a family of Structured Latent models that took text or an image and decoded to a mesh, 3D Gaussians, or a radiance field on a 16 GB GPU. TRELLIS.2 throws that representation away for O-Voxel, a field-free sparse voxel structure that stores geometry and full PBR materials together, scales the model to 4 billion parameters, generates at up to 1536 cubed, and in exchange drops text input, drops Gaussian and NeRF output, and raises the GPU minimum to 24 GB. Both are MIT and both repos are online, so the real question is which one fits your job, and how to run TRELLIS 2 without paying.

This is an honest three-way comparison, and the third column is the open-source TripoSR model. TripoSR is the deliberately lightweight option: a feed-forward reconstruction model that runs in about 6 GB of VRAM in under half a second, plain MIT, with vertex-color output rather than PBR and less detail than either TRELLIS generation. TRELLIS.2 is the quality leader here and this article says so; TripoSR earns its place on speed, hardware, license simplicity, and the fact that it runs in your browser on this site with nothing to install. Every figure below carries a source id from Microsoft's official repositories, model cards, Space code, paper, and the ComfyUI project's own blog and release notes, checked on 2026-09-08. TRELLIS is a Microsoft project; this is an independent comparison, not a sponsorship.

TRELLIS.2TRELLIS (original)TripoSR
Representation and geometryO-Voxel, up to 1536 cubed, arbitrary topologySLAT, iso-surface mesh, stylized strengthSingle feed-forward pass, simpler
MaterialsNative PBR incl. opacity, 4K texturesBaked from Gaussians, no PBRVertex colors, no PBR
Inputs and outputsSingle image in, PBR GLB outImage or text in; mesh, Gaussians, NeRF outSingle image in, OBJ or GLB out
Published speedAbout 3 s at 512 cubed, 60 s at 1536 (H100)Not disclosed end to endUnder 0.5 s on A100
VRAM24 GB (Linux reference); less via native ComfyUI16 GB minimum, LinuxAbout 6 GB, CPU fallback
Free ways to runHF Space, native ComfyUI, localLocal; official Space down as of Sep 2026HF Space, local; hosted here (paid)
LicenseMIT (two NVIDIA deps separate)MIT (two renderer deps separate)Plain MIT

By the numbers

VRAM to run locally (reference install)
TRELLIS.2
24 GB min
TRELLIS (original)
16 GB min
TripoSR
About 6 GB

Official minimums from each README. TRELLIS.2 states 24 GB (verified on A100 and H100); ComfyUI's native int8 build runs on less but publishes no figure. The original TRELLIS states 16 GB (A100, A6000). TripoSR states about 6 GB with a CPU fallback. Checked 2026-09-08.

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

Official figures only, on different GPUs: TRELLIS.2 reports about 3 s at 512 cubed (17 s at 1024, 60 s at 1536) on an H100; TripoSR reports under 0.5 s on an A100. The original TRELLIS publishes no end-to-end time.

GitHub stars
TRELLIS.2
About 11.1k
TRELLIS (original)
About 13.6k
TripoSR
About 6.9k

Repository popularity as of September 2026. The original TRELLIS has had nearly two years to accumulate stars; TRELLIS.2 passed 11k in nine months. Star counts drift, so treat these as a snapshot.

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

What changed: O-Voxel vs Structured Latents

Best here: TRELLIS.2

The whole difference between the two generations starts with representation. The original TRELLIS encodes an object as Structured Latents (SLAT): a sparse grid of latent features that one of several decoders turns into a mesh, 3D Gaussians, or a radiance field. That flexibility is its signature, but the mesh path goes through an iso-surface field, and iso-surface fields struggle with open surfaces such as cloth or leaves, non-manifold geometry, and anything hollow inside. TRELLIS.2 replaces SLAT with O-Voxel, a "field-free" sparse voxel structure that stores geometry (a flexible dual-grid that preserves sharp edges) and appearance (full PBR attributes) in the same voxels, then compresses it with a Sparse Compression VAE at 16 times spatial downsampling, so a 1024-cubed asset fits in about 9,600 latent tokens.

Microsoft's paper puts numbers on it. In its shape reconstruction table, at the same 9.6K-token budget on the Toys4K set, the original TRELLIS scores a mesh distance (MD, which the paper reports scaled by ten to the sixth) of 85.07 and an F1 of 0.074, while TRELLIS.2 at 1024 cubed scores 0.0042 and 0.971, with normal-map PSNR rising from about 30 to 43. Those are Microsoft's own benchmarks on its own data, so read them as the size of the architectural change rather than an independent verdict. The model card is also candid about the cost of topology freedom: raw TRELLIS.2 meshes may occasionally contain small holes or minor discontinuities, and a hole-filling step is provided for strictly watertight needs such as 3D printing. TripoSR sits well below both on fine detail: one feed-forward pass from one view, no way to reason about the unseen side, clean but simple. For geometry, TRELLIS.2 wins this round outright; the original's remaining strength is stylized assets, where its own project page says it excels.

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 at up to 1536 cubed
  • Paper reports mesh distance falling from 85.07 to 0.0042 (scaled by ten to the sixth) and F1 rising from 0.074 to 0.971 versus TRELLIS at the same token budget (Microsoft's own benchmark)

Watch-outs

  • Model card notes raw meshes may occasionally contain small holes or discontinuities, and the 4B checkpoint is a base model not aligned to human preferences

TRELLIS (original)

Best for: Stylized assets where flexibility beats fidelity

Strengths

  • Structured Latents decode to three representations, and the model excels at artistic and stylized assets by Microsoft's own description

Watch-outs

  • Iso-surface mesh decoding cannot represent open surfaces or interiors, and the project page concedes limited capability on photorealistic real-world objects

TripoSR

Best for: Fast drafts, not maximum fidelity

Strengths

  • Clean, usable geometry from a single image in one pass

Watch-outs

  • Less fine detail than either TRELLIS generation, and no multi-view reasoning for the unseen side

Materials: native PBR vs baked appearance

Best here: TRELLIS.2

This is the second structural change. The original TRELLIS gets its mesh appearance by baking from the Gaussian output, so the textured GLB it exports is plausible but not a physically based material set. TRELLIS.2 stores base color, roughness, metallic, and opacity in the O-Voxel itself, so every generation is a PBR-ready GLB that responds correctly to lighting, translucent surfaces such as glass or foliage are modeled through the alpha channel, and the reference export writes textures at up to 4096 pixels. There is also a shape-conditioned texturing mode that paints PBR materials onto a mesh you already have, which the original never offered. Two practical notes from the README: the exported GLB is opaque by default until you enable transparency in your DCC tool, and the texture pass is included in the published timings.

TripoSR is the honest weak link: vertex colors only, with an optional baked-texture UV on export and no material synthesis at all, which is why Stability itself points users toward its SF3D successor for faster, more game-ready assets. If lit-ready materials are the point, TRELLIS.2 wins this round and it is not close; the original TRELLIS is a usable middle; TripoSR is geometry first and appearance second.

TRELLIS.2

Best for: Lit-ready PBR assets from one image

Strengths

  • Base color, roughness, metallic, and opacity are native to the representation, exported as a PBR-ready GLB with textures up to 4096 pixels
  • Shape-conditioned texturing mode paints PBR materials onto existing meshes

Watch-outs

  • GLB is exported in opaque mode by default, so transparency must be switched on downstream

TRELLIS (original)

Best for: A textured mesh plus other output types

Strengths

  • Produces a textured mesh alongside Gaussians and a radiance field from one result

Watch-outs

  • Appearance is baked from the Gaussian output, not a PBR material set

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 texture-synthesis pass
  • Stability now steers users to its SF3D successor for better surfacing

Inputs and outputs: what TRELLIS.2 gave up

Best here: TRELLIS (original)

Here the generational change cuts the other way, and it is the reason the original repo still matters. TRELLIS shipped four models: TRELLIS-image-large (1.2B) plus TRELLIS-text-base, text-large, and text-xlarge (342M, 1.1B, 2.0B), so it does text-to-3D natively, and any result decodes to a mesh, 3D Gaussians for splatting, or a radiance field. A tuning-free multi-image mode was added later with the README's own caveat that it may not give the best results, and the README also warns that the text models are less creative and detailed than the image model.

TRELLIS.2 ships one checkpoint, TRELLIS.2-4B, with one input, a single image, and one output, a PBR mesh as GLB. The roadmap in its README is fully checked off (paper, inference code, checkpoints, Space, texturing, training code) and contains no text-to-3D or multi-image item; the multi-image request in the issue tracker has no maintainer reply. TripoSR is single image in, OBJ or GLB out, nothing else. So if you need text input, splats, or a NeRF from an open Microsoft model, the original TRELLIS wins this round and is the only one of the three that does it.

TRELLIS.2

Best for: One high-fidelity mesh per image

Strengths

  • Every generation is a PBR-ready GLB, plus a texturing mode for meshes you already have

Watch-outs

  • Single image in, mesh out only: no text-to-3D checkpoint, no multi-image mode, no Gaussian or radiance-field output

TRELLIS (original)

Best for: Text-to-3D, Gaussians, and NeRF

Strengths

  • Four models covering image and text input, decoding to mesh, 3D Gaussians, or radiance field

Watch-outs

  • Text models are described by Microsoft as less creative and detailed, and multi-image is a tuning-free add-on with a results caveat

TripoSR

Best for: Straightforward single-image meshes

Strengths

  • Simple, predictable single-image to mesh, exporting OBJ or GLB

Watch-outs

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

Speed

Best here: TripoSR

TRELLIS.2 is one of the few models in this class that publishes real end-to-end numbers: about 3 seconds at 512 cubed (2 s shape, 1 s material), about 17 seconds at 1024 cubed, and about 60 seconds at 1536 cubed, measured on an H100 and including the texture pass. The original TRELLIS never published an end-to-end figure; the TRELLIS.2 paper does show decoder time on an A100 rising from 0.108 s for TRELLIS to 0.301 s for TRELLIS.2 at 1024 cubed, so the new model is doing more work per asset, not less, and buying its quality with compute.

TripoSR is a different kind of model and it is the fast one: a single feed-forward pass that the paper and repo put at under 0.5 seconds on an A100, with no sampling loop at all. The honest caveat is that this is raw inference on a top-tier GPU and end-to-end time grows with background removal and slower hardware. Still, at the low resolution TRELLIS.2 is only a few seconds behind while delivering a full PBR asset; at its top resolution it is a minute per object. TripoSR wins the round; TRELLIS.2 wins the transparency prize for actually publishing timings.

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, 60 s at 1536 on an H100, texture pass included

Watch-outs

  • Those figures are on an H100; the top resolution costs about a minute per asset, and the paper shows the decoder alone takes roughly three times longer than TRELLIS at 1024 cubed

TRELLIS (original)

Best for: When versatility matters more than speed

Strengths

  • Lighter decoder than TRELLIS.2 (0.108 s vs 0.301 s at 1024 cubed on an A100 in Microsoft's table)

Watch-outs

  • No official end-to-end generation time is published, and as a multi-step flow model it is far from sub-second

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: 24 GB, 16 GB, or 6 GB

Best here: TripoSR

The reference TRELLIS.2 install is the most demanding of the three: Microsoft states an NVIDIA GPU with at least 24 GB, verified on A100 and H100, Linux only, CUDA toolkit 12.4 recommended, and a setup script that compiles flash-attention, nvdiffrast, nvdiffrec, cumesh, o-voxel, and flexgemm. That is up from the original TRELLIS's 16 GB minimum (A100, A6000, also Linux only, with a long-running community Windows thread). Two things soften the 24 GB number. The pipeline defaults to a low-VRAM mode, and since ComfyUI 0.34.0 in August 2026 the model runs natively in ComfyUI with official int8 weights from Comfy-Org and, in the ComfyUI blog's words, everything running on consumer hardware with no compiled CUDA extensions; ComfyUI publishes no VRAM figure, so we will not invent one. Community Windows wrappers exist for both generations, and the 71-comment Windows issue on the TRELLIS.2 repo has no maintainer reply.

TripoSR is the one most people can run on what they already own: about 6 GB of VRAM for a single image and a CPU fallback when there is no CUDA device. It is also the only one of the three with a hosted, in-browser version on this site, which is a paid product and not part of the open model; we say so plainly. If your GPU is the constraint, TripoSR wins this round; if you have a 24 GB Linux box or a recent ComfyUI, TRELLIS.2 is within reach.

TRELLIS.2

Best for: A 24 GB Linux GPU, or a recent ComfyUI

Strengths

  • Native in ComfyUI since v0.34.0 (August 2026): no custom nodes, no compiled CUDA extensions, int8 weights, described by ComfyUI as running on consumer hardware

Watch-outs

  • Reference install needs 24 GB, Linux, CUDA 12.4, and six compiled extensions; the Windows issue has 71 comments and no maintainer reply; no official low-VRAM number

TRELLIS (original)

Best for: A 16 GB card on Linux

Strengths

  • Runs on a 16 GB GPU (A100, A6000 verified), the lowest official bar of the two Microsoft models

Watch-outs

  • Linux only, with Windows setup relegated to an unresolved community issue, and CUDA extensions to compile

TripoSR

Best for: Modest hardware or no hardware

Strengths

  • About 6 GB of VRAM with a CPU fallback, and a hosted in-browser version on triposr.org (paid)

Watch-outs

  • To hit the sub-second speed you still want a strong GPU, and the hosted version costs money

How to run TRELLIS 2 free: Space, ComfyUI, or local

Best here: TRELLIS.2

There are three genuinely free routes to TRELLIS.2, and they suit different people. First, the official Hugging Face Space: it runs on ZeroGPU with a 120-second GPU reservation per job, offers 512, 1024, or 1536 resolution (default 1024), 100k to 500k face decimation, and 1024 to 4096 texture size, and is free, with the catch that ZeroGPU quotas are small: Hugging Face's documentation gives unauthenticated users 2 minutes of GPU per day and free accounts 5 minutes, and quota is charged by actual GPU time used, so a free account covers a handful of short 512-cubed jobs or only a couple of full-length 1536-cubed runs per day. Second, native ComfyUI: as of v0.34.0 (August 2026) TRELLIS.2 ships inside ComfyUI core with official weights from Comfy-Org, an official tutorial, and, in ComfyUI's words, no custom nodes, no compiled CUDA extensions, no PyTorch downgrades, and no non-commercial dependencies. This is the route for anyone with a decent consumer GPU, including on Windows. Third, the reference local install from the GitHub README, which is the full-fidelity path and wants a 24 GB Linux machine.

The original TRELLIS is weaker here than it used to be: its official Space was in a configuration error state when we checked, so the free routes are the local install and community ComfyUI nodes. TripoSR's free routes are its Hugging Face Space (running), a local install on about 6 GB, and community ComfyUI nodes; the hosted generator on this site is the paid, no-setup route. For breadth of free options, TRELLIS.2 wins this round; for the shortest free path to a first mesh, TripoSR's Space or a 6 GB local install is hard to beat. One honest note from the ComfyUI team's own announcement: the best closed hosted generators still produce better results than TRELLIS.2, so free does not mean best.

TRELLIS.2

Best for: Free high-fidelity generation via Space or ComfyUI

Strengths

  • Free official Hugging Face Space (ZeroGPU, 512 to 1536 resolution, up to 4K textures)
  • Native in ComfyUI core since v0.34.0 with official Comfy-Org weights and tutorial, no custom nodes required

Watch-outs

  • ZeroGPU gives a free account about 5 GPU minutes a day, charged by actual run time, and the local route wants 24 GB on Linux

TRELLIS (original)

Best for: Local text-to-3D on a 16 GB card

Strengths

  • MIT local install with image and text models, plus community ComfyUI wrappers

Watch-outs

  • The official Hugging Face Space was in a configuration error state on 2026-09-08, so there is no working official free demo

TripoSR

Best for: The shortest free path to a first mesh

Strengths

  • Free official Hugging Face Space (running) and a local install on about 6 GB of VRAM

Watch-outs

  • The in-browser generator on this site is a paid product, not a free route

License: MIT, with dependency footnotes

Best here: TripoSR

All three are MIT, and the differences are in the footnotes. TRELLIS.2 releases its model and code under MIT and its README flags two NVIDIA rendering dependencies, nvdiffrast and nvdiffrec, as governed by their own license terms. The original TRELLIS is MIT for the models and the majority of the code, with two submodules, diffoctreerast and a modified Flexicubes, under separate licenses. Neither is a problem for research, but a commercial deployment of either reference stack takes a quick dependency audit. Notably, ComfyUI's native TRELLIS.2 build was written specifically to avoid non-commercial dependencies, which removes that audit for ComfyUI users.

TripoSR is plain MIT with no submodule caveats, no user cap, no territory clause, and no restriction on what you train with the outputs. It carries no warranty or indemnity, like any MIT project, so responsibility for what you generate is yours. On license cleanliness TripoSR wins; both TRELLIS generations are close behind once you have checked their renderer dependencies.

TRELLIS.2

Best for: Permissive use with a quick audit (or none in ComfyUI)

Strengths

  • MIT model and code, commercial use permitted; the native ComfyUI build avoids non-commercial dependencies entirely

Watch-outs

  • nvdiffrast and nvdiffrec are under separate NVIDIA license terms in the reference install

TRELLIS (original)

Best for: Permissive use with a dependency check

Strengths

  • MIT for the models and the majority of the code

Watch-outs

  • The diffoctreerast and modified Flexicubes submodules carry separate licenses

TripoSR

Best for: Truly unrestricted use

Strengths

  • Plain MIT with no submodule caveats, no MAU cap, 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

Is TRELLIS 2 better than Hunyuan3D?

On Microsoft's own image-to-3D evaluation, TRELLIS.2 leads: in the paper's Table 2 it scores a CLIP similarity of 0.894 against 0.869 for Hunyuan3D 2.1 and 0.876 for the original TRELLIS, and in the user study it was preferred 66.5 percent of the time against 13.3 percent for Hunyuan3D 2.1 and 6.4 percent for TRELLIS. Those are the authors' numbers on the authors' prompts, so treat them as a strong signal rather than a settled verdict; no independent benchmark exists yet, and the ComfyUI team's own launch post notes that the best closed hosted generators still beat TRELLIS.2.

The practical differences matter more than the scores. Hunyuan3D 2.1 is the only one of the two with an open PBR texture stage that has been in production use for a year, offers multi-view input through its 2.0 family, and runs on macOS, Windows, and Linux, but it needs about 29 GB for the full pipeline and its community license excludes the EU, UK, and South Korea. TRELLIS.2 is MIT, adds opacity to its materials, handles open and internal geometry, publishes timings, and is now native in ComfyUI. We compare them dimension by dimension in our Hunyuan3D 2.1 vs TRELLIS.2 article, linked below.

So which one should you use?

Use TRELLIS.2 when the deliverable is a single-image, lit-ready PBR mesh and you have either a 24 GB Linux GPU, a recent ComfyUI on a consumer card, or patience for a five-minute daily Space quota. Use the original TRELLIS when you need text-to-3D, 3D Gaussians, or a radiance field from an open model, or when 16 GB is your ceiling and you can live with a generation-old result. Do not expect either Microsoft repo to change quickly: the original has had no commits since late 2025 and TRELLIS.2 none of substance since January 2026, and Windows and multi-image support live in the community.

Use TripoSR when speed, footprint, or license simplicity is the constraint: a 6 GB card or no card, a product that cannot carry dependency footnotes, or a fast draft loop before committing to a heavier model. A common pattern is TripoSR for the first pass while you iterate on the input photo, then TRELLIS.2 for the final asset. And if you would rather skip every install, triposr.org runs TripoSR image-to-3D in your browser with textured GLB output and commercial, watermark-free downloads; that part is a paid convenience, not the free model.

Which should you pick?

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

    TRELLIS.2 O-Voxel geometry with native materials at up to 1536 cubed, MIT, via the Space, native ComfyUI, or a 24 GB Linux install.

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

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

  • You have a consumer GPU and already use ComfyUI

    TRELLIS.2 Native since ComfyUI v0.34.0 with official weights, no custom nodes and no compiled extensions.

  • You want speed, a 6 GB card, a clean license, or no install at all

    TripoSR Under 0.5 s on an A100, about 6 GB with CPU fallback, plain MIT, and a hosted version on this site.

How we tested

We compared the two TRELLIS generations and TripoSR on what decides the choice: representation and geometry, materials, inputs and outputs, speed, hardware, the free ways to run each one, and license. The free-run section is documentation-based as well: we read the Space's own app code and Hugging Face's ZeroGPU quota page rather than timing runs ourselves.

This is a documentation-based comparison, not an independent benchmark. Facts come from Microsoft's official GitHub READMEs, Hugging Face model cards and Space code, the TRELLIS.2 paper (arXiv 2512.14692, including its own benchmark tables, which we attribute as Microsoft's numbers), the ComfyUI project's blog, docs, pull request, and release notes, and the TripoSR repository and paper. Everything was checked on 2026-09-08 and every claim carries a source id below. Where a project does not publish a figure (the original TRELLIS's end-to-end time, ComfyUI's native VRAM need), we say so rather than guess. Both Microsoft repositories are moving slowly, so verify current requirements before you commit.

The bottom line

TRELLIS 2 is not TRELLIS 1.1: it is a new representation, a 4B model, native PBR materials, and a big fidelity jump, paid for with single-image-only input, mesh-only output, and a 24 GB reference install. The original TRELLIS keeps the jobs its successor dropped, text-to-3D and Gaussian or radiance-field output, on a 16 GB card. The best news of 2026 for anyone who wants TRELLIS 2 free is that it now runs natively in ComfyUI on consumer hardware, alongside a free but tightly rationed Hugging Face Space.

TripoSR is the third column for a different reason: it is the fast, small, plain-MIT model you can run on almost anything, at the cost of textures and fine detail. And if you would rather not install anything at all, triposr.org runs TripoSR image-to-3D in your browser, no GPU required, with textured GLB output and commercial, watermark-free downloads. That part is a paid product rather than free, but there is nothing to set up.

FAQ

What is TRELLIS 2?

TRELLIS.2 (often written TRELLIS 2 or TRELLIS 2.0) is Microsoft Research's open image-to-3D model released in December 2025 under the MIT license. It is a 4-billion-parameter flow-matching transformer built on O-Voxel, a field-free sparse voxel representation that stores geometry and full PBR materials (base color, roughness, metallic, opacity) together, compressed by a Sparse Compression VAE at 16 times downsampling. It takes a single image and generates a PBR-ready GLB mesh at 512, 1024, or 1536 cubed resolution in about 3, 17, or 60 seconds on an H100. The checkpoint is TRELLIS.2-4B on Hugging Face, the paper is arXiv 2512.14692, and the code is on GitHub at microsoft/TRELLIS.2.

What is the difference between TRELLIS 2 and the original TRELLIS?

They are different models. The original TRELLIS (December 2024) uses Structured Latents (SLAT), comes as four models from 342M to 2B parameters covering image and text input, decodes one result to a mesh, 3D Gaussians, or a radiance field, bakes mesh appearance from Gaussians, and runs on a 16 GB GPU. TRELLIS.2 (December 2025) uses O-Voxel, is a single 4B image-only model, outputs one PBR mesh with native base color, roughness, metallic, and opacity, handles open surfaces and internal structures the old iso-surface decoder could not, generates at up to 1536 cubed, and needs 24 GB in its reference install. Microsoft's paper reports far lower reconstruction error at the same token budget. Both are MIT and both repos remain online.

Is TRELLIS 2 free?

Yes. TRELLIS.2 is released under the MIT license, so the model and code are free to download, run, modify, and use commercially; the README notes only that two NVIDIA rendering dependencies, nvdiffrast and nvdiffrec, carry their own license terms. There are three free ways to run it: the official Hugging Face Space (free, but ZeroGPU rations a free account to about 5 GPU minutes a day, charged by actual run time, so a few short jobs or a couple of full-resolution ones), native ComfyUI since version 0.34.0 with official Comfy-Org weights, and a local install on a 24 GB Linux GPU. Third-party sites that host TRELLIS 2 behind credits are charging for convenience, not for the model.

How much VRAM does TRELLIS 2 need?

Microsoft's README and model card state an NVIDIA GPU with at least 24 GB of memory, verified on A100 and H100, for the reference Linux install, and the pipeline defaults to a low-VRAM mode. That is up from the original TRELLIS's 16 GB minimum. ComfyUI's native integration (v0.34.0, August 2026) ships int8 weights and is described by the ComfyUI team as running on consumer hardware, but it publishes no exact VRAM figure, so we do not quote one. For comparison, TripoSR needs about 6 GB and falls back to CPU, and Hunyuan3D 2.1 needs about 29 GB for its full shape-and-texture pipeline.

Does TRELLIS 2 run on Windows?

Not officially. The TRELLIS.2 README states the code is tested only on Linux, and the Windows installation issue on the GitHub repository had 71 comments and no maintainer reply as of September 2026, though community members have posted patch recipes there. The practical Windows route is ComfyUI: since v0.34.0 TRELLIS.2 is native in ComfyUI core with no compiled CUDA extensions, and community wrapper nodes such as visualbruno's ComfyUI-Trellis2 document Windows 11 testing and ship prebuilt wheels. The original TRELLIS has the same Linux-only status with its own long-running Windows thread.

Does TRELLIS 2 support text-to-3D?

No. TRELLIS.2 ships a single checkpoint, TRELLIS.2-4B, whose only input is a single image and whose only output is a PBR mesh exported as GLB; the README roadmap has no text-to-3D or multi-image item and the multi-image request in the issue tracker is unanswered. Text-to-3D from Microsoft's open stack still means the original TRELLIS, which ships text-base, text-large, and text-xlarge models (342M to 2B parameters) and decodes to a mesh, 3D Gaussians, or a radiance field on a 16 GB GPU under MIT, with Microsoft's own caveat that its text models are less creative and detailed than its image model.

How do I run TRELLIS 2 in ComfyUI?

Update ComfyUI to version 0.34.0 or later (released 26 August 2026), where TRELLIS.2 is part of core: the integration was merged as pull request #14718, the official weights live in the Comfy-Org/TRELLIS.2 repository on Hugging Face (int8 and bf16 variants plus the shape and texture VAEs and a DINOv3 encoder), and ComfyUI publishes a tutorial in its docs. ComfyUI describes the build as needing no custom nodes, no compiled CUDA extensions, no PyTorch downgrades, and no non-commercial dependencies, and as running on consumer hardware. Before this, community wrapper nodes from PozzettiAndrea and visualbruno were the route, and they still work.

Is TRELLIS 2 better than Hunyuan3D?

On Microsoft's own benchmarks, yes: the TRELLIS.2 paper reports a CLIP similarity of 0.894 versus 0.869 for Hunyuan3D 2.1 and a user-study preference of 66.5 percent versus 13.3 percent. Those are the authors' numbers, and the ComfyUI team notes that the best closed hosted generators still beat TRELLIS.2, so no independent verdict exists. In practice they differ more on constraints than quality: TRELLIS.2 is MIT, adds opacity to its PBR set, handles open and internal geometry, and needs 24 GB on Linux or a recent ComfyUI; Hunyuan3D 2.1 has a year-old open PBR pipeline, multi-view input in its 2.0 family, macOS and Windows support, about 29 GB for the full pipeline, and a community license that excludes the EU, UK, and South Korea.

When does TripoSR make more sense than TRELLIS 2?

When speed, hardware, or setup is the constraint rather than fidelity. TripoSR reconstructs a mesh from one image in under 0.5 seconds on an A100, runs in about 6 GB of VRAM with a CPU fallback, and is plain MIT with no dependency footnotes, which suits fast iteration, laptop-class GPUs, and products that need a clean license. It outputs vertex colors rather than PBR materials and carries less fine detail than TRELLIS.2, so it is the draft tool, not the hero-asset tool. It is also the only model here with a hosted, no-install version: triposr.org runs it in the browser with textured GLB output and commercial, watermark-free downloads, as a paid product.

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 ComfyUI, a 24 GB GPU, or a five-minute daily GPU quota?

TRELLIS.2 is free to run if you have the hardware or a recent ComfyUI. If you would rather skip the setup entirely, triposr.org runs TripoSR 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.

Generate a 3D model in your browser