SF3D vs TripoSR (2026): Which Fast Image-to-3D Model Can You Actually Ship?

Same speed, same VRAM, same lineage. The license file is where they part company.

By TripoSR TeamUpdated 2026-08-15Last tested 2026-08-15
SF3D

The successor model: richer surfacing, under a license with a revenue ceiling.

Best for Richest surfacing out of the box

Visit SF3D
TripoSR

The MIT one: same speed class, no revenue ceiling, no license to renegotiate.

Best for Unrestricted commercial use

Visit TripoSR

If you are searching "SF3D vs TripoSR" you are choosing between two models that are closely related by design. SF3D, or Stable Fast 3D, is Stability AI's follow-up to TripoSR, and its repository says so directly: it is "based on TripoSR" and adds UV unwrapping, illumination disentanglement, and material prediction while keeping TripoSR's inference speed. So this is not a contest between rival architectures. It is a question about what the successor added, and what it asks for in return. TripoSR is ours, which we say up front so you can weigh our reading accordingly and check every source linked below.

On the numbers that usually decide these comparisons the two are close enough that they are not the deciding factor. Both reconstruct from a single image in roughly half a second. Both run in about 6 GB of VRAM. Both are free to download today. The real difference sits in the license file, and it is not a detail: TripoSR is MIT, while SF3D ships under the Stability AI Community License, whose grant terminates once you or your affiliates pass USD $1,000,000 in annual revenue, whether or not that revenue has anything to do with the model. Facts here come from each project's GitHub repository, license file, Hugging Face model card, and arXiv paper, checked on 2026-08-15. SF3D and Stability AI are trademarks of their owners; this is an independent comparison, not a sponsorship.

SF3DTripoSR
LicenseStability AI Community LicenseMIT
Revenue ceilingGrant ends above USD $1M annual revenueNone
SurfacingUV unwrap, roughness and metallic, delightingVertex colors or baked-texture UV
Output formatsGLBOBJ or GLB
Reconstruction timeAbout 0.5 seconds (paper)Under 0.5 seconds on an A100 (paper)
VRAMAbout 6 GB for a single imageAbout 6 GB, with CPU fallback
Input sizeExpects 512x512 imagesSingle image, no fixed requirement stated

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License: MIT versus a revenue ceiling

Best here: TripoSR

This is the dimension that actually decides the choice, so it goes first. TripoSR is released under the MIT license, and the project README states that this covers the source code, the pretrained models, and the interactive demo. MIT grants use, modification, distribution, sublicensing, and sale, permanently, in exchange for one obligation: keep the copyright and permission notice with the software. There is no revenue test, no territory exclusion, and no clause that can be triggered later by something happening in your business.

SF3D is free to download but ships under the Stability AI Community License Agreement, which reads differently. Its own text: if you or your affiliates "generate more than USD $1,000,000 in annual revenue (or the equivalent thereof in Your local currency), regardless of whether that revenue is generated directly or indirectly from the Stability AI Materials or Derivative Works, any licenses granted to You under this Agreement shall terminate as of such date." Read that clause carefully, because the trigger is your company's total revenue, not revenue attributable to the model. Above the line you request an enterprise license from Stability AI, which the model card confirms is required before commercial use or derivative works, and which is granted at their discretion. For a hobby project or a small studio that is a non-issue. For anything you intend to grow, it is a dependency whose terms are not yours to control.

SF3D

Best for: Projects that sit comfortably under the revenue ceiling

Strengths

  • Free to download and use for research, non-commercial work, and commercial use under the revenue threshold
  • The threshold is high enough that most individuals and small studios never approach it

Watch-outs

  • The grant terminates above USD $1M annual revenue, counted on total company revenue rather than revenue from the model
  • Continuing above that line requires an enterprise license granted at Stability AI's discretion

TripoSR

Best for: Anything you intend to commercialise or grow

Strengths

  • Plain MIT, with the README confirming it covers the source code and the pretrained models
  • No revenue test, no territory carve-out, and the grant does not expire as the company grows
  • Derivative work can be relicensed, including as closed source

Watch-outs

  • MIT carries no warranty and no IP indemnity, so responsibility for what you generate is entirely yours
  • Permissive licensing also means nothing stops a competitor building on the same model

Mesh output, textures, and materials

Best here: SF3D

This is where SF3D spent its engineering budget, and it shows in the pipeline design. Rather than carrying appearance in vertex colors, SF3D runs a fast UV unwrap so the texture lands in a real texture map, predicts per-object material parameters (roughness and metallic) plus normal maps, and applies a delighting step that removes low-frequency illumination so the asset can be relit in your own scene instead of carrying the lighting of the source photo. Its paper adds that the model is explicitly trained for mesh generation rather than adapting another representation. If your renderer expects PBR inputs, that is a genuine head start.

TripoSR takes the simpler route: it reconstructs geometry with per-vertex color and offers a baked-texture UV on export, which covers preview, iteration, 3D printing, and any workflow where you were going to author materials yourself anyway. Whether the extra surfacing matters comes down to your pipeline. If the mesh is going straight into a lit game scene, SF3D gives you more to work with on the first pass. If it is going into a sculpting or retopology step, into a slicer, or into a texturing tool you already use, the material prediction is work you will redo. Neither project publishes an independent side-by-side benchmark, so treat quality claims from either camp as a starting point rather than proof.

SF3D

Best for: Assets going straight into a lit PBR pipeline

Strengths

  • Fast UV unwrapping puts texture in a proper map rather than in vertex colors
  • Predicts per-object material parameters (roughness, metallic) and normal maps
  • Delighting step removes low-frequency lighting so assets relight cleanly

Watch-outs

  • Neither project ships an independent apples-to-apples benchmark, so the quality gap is not quantified anywhere neutral

TripoSR

Best for: Meshes that will be textured or processed downstream

Strengths

  • Baked-texture UV on export covers preview, iteration, and printing without extra tooling
  • Simple output is predictable to post-process in your own texturing step

Watch-outs

  • Vertex colors or a baked UV rather than predicted PBR material maps, so a lit pipeline needs a texturing pass
  • No delighting stage, so lighting present in the source photo stays in the result

Output formats and pipeline fit

Best here: TripoSR

Format support is narrower than people expect on both sides, and it is worth checking against your tools before you pick. SF3D saves the reconstructed model as a GLB file, with texture resolution configurable at run time. GLB is the right default for web, AR, and most modern engines, and if that is your target the single format is not a limitation.

TripoSR exports OBJ as well as GLB. OBJ still matters more than its age suggests: it is the format most reliably ingested by CAD tools, older DCC applications, mesh repair utilities, and a good deal of the 3D printing chain, and it avoids a conversion step that can lose or rename material bindings. If everything downstream of you speaks GLB, this dimension is a tie in practice. If anything in your chain wants OBJ, having it come straight out of the model is one fewer place for something to break.

SF3D

Best for: GLB-native pipelines

Strengths

  • GLB output with configurable texture resolution suits web, AR, and modern engines directly

Watch-outs

  • GLB is the documented output, so an OBJ-based chain needs a conversion step

TripoSR

Best for: Mixed pipelines that are not GLB-only

Strengths

  • Exports OBJ as well as GLB, which suits CAD, older DCC tools, and the 3D printing chain without conversion

Watch-outs

  • Single image in and one mesh out: no text prompt, no multi-view input, and no alternative representations

Speed: near parity, by design

People arrive at this comparison expecting speed to separate the two, and it does not, because keeping the speed was one of SF3D's stated goals. The TripoSR paper reports reconstruction from a single image in under 0.5 seconds on an NVIDIA A100. The SF3D paper reports reconstruction "in just 0.5 seconds" and its model card describes creating a 3D model from a single image in under one second. The SF3D repository states it is based on TripoSR while maintaining TripoSR's inference speed.

Two caveats before you treat those numbers as a spec. Each figure is self-reported by its own authors and the papers do not describe an identical measurement setup, so they are not strictly comparable at the tenth of a second. And neither number reflects what you will observe end to end, which includes model load, image preprocessing, and export. What both figures do establish is the class: this is single-pass feed-forward reconstruction that returns while you are still looking at the screen, unlike the multi-step diffusion models that take orders of magnitude longer. On that axis the two are peers, and picking between them on speed is not a decision worth making.

SF3D

Best for: Fast reconstruction with surfacing included

Strengths

  • Paper reports reconstruction in about 0.5 seconds, in the same feed-forward class
  • Keeps the speed profile while adding the UV and material stages

Watch-outs

  • The reported figure does not state the GPU, so it is not directly comparable to a stated A100 number

TripoSR

Best for: Fast iteration on modest hardware

Strengths

  • Paper reports under 0.5 seconds on an NVIDIA A100, with the GPU stated
  • Single feed-forward pass with no diffusion sampling loop to tune

Watch-outs

  • The A100 figure is a research-grade card, so a consumer GPU or the CPU fallback will be slower
  • Self-reported by its authors like every figure here, with no neutral benchmark to confirm it

Hardware, setup, and what you need to run it

Both models are unusually modest by 2026 standards, which is the point of this whole model family. The SF3D repository states the default options take about 6 GB of VRAM for a single image input, lists Python 3.8 or newer, and notes that CUDA or MPS has to be available. It expects 512x512 input images. Windows support is present but flagged as experimental and wants Visual Studio 2022.

TripoSR sits in the same envelope at roughly 6 GB, and adds one thing worth knowing if your hardware is uncertain: it falls back to CPU when no CUDA-capable device is present. That is slow, and nobody should plan a workflow around it, but it is the difference between a machine that can run the model at all and one that cannot, which matters on a laptop, a locked-down work machine, or a CI box. Both are light enough that the GPU you already own is probably enough, so hardware is unlikely to be your deciding factor either.

SF3D

Best for: Machines with a supported GPU

Strengths

  • About 6 GB of VRAM for a single image with default options
  • Lists CUDA or MPS, so Apple Silicon is contemplated as well as NVIDIA

Watch-outs

  • Requires a CUDA or MPS device to be available, and Windows support is flagged experimental
  • Expects 512x512 input images, so upstream resizing is part of the pipeline

TripoSR

Best for: Modest, older, or GPU-less machines

Strengths

  • About 6 GB of VRAM, in the same lightweight class
  • Falls back to CPU when no CUDA device is present, so it runs where a GPU-only model cannot

Watch-outs

  • The CPU fallback is far slower and is a compatibility path, not a production one
  • A local install still means a Python environment, PyTorch, and dependencies to maintain

SF3D is TripoSR's successor, not its rival

It is worth being explicit about the relationship, because it explains why these two models look so similar on paper. The SF3D repository states the model is based on TripoSR and introduces several new key techniques, specifically UV unwrapping, illumination disentanglement, and material parameter prediction, while maintaining TripoSR's inference speed. Varun Jampani is an author on both papers. TripoSR itself came out of a collaboration between Stability AI and VAST AI Research and was published in March 2024; SF3D followed in August 2024 from Mark Boss, Zixuan Huang, Aaryaman Vasishta, and Varun Jampani.

So the honest way to frame the choice is not "which model is better" but "is the added surfacing worth the added license terms for what you are building". Those are separable questions and only you can answer the second one. If you are prototyping, evaluating, or shipping something that will stay small, run both: they are both free to download and they take similar setup, so an afternoon of testing your own inputs will tell you more than any comparison table. If you are building something you expect to grow past a million in revenue, the license comparison is the whole decision and it resolves before you write a line of code.

Which should you pick?

  • You are building a product you expect to scale commercially

    TripoSR MIT has no revenue ceiling, so the license cannot terminate as the company grows.

  • You need PBR-ready assets on the first pass

    SF3D UV unwrapping, material parameters, and delighting are built into the pipeline.

  • Your chain needs OBJ, or runs 3D printing and CAD tools

    TripoSR OBJ comes straight out of the model, with no conversion step to lose material bindings.

  • You have no CUDA GPU and want to try it anyway

    TripoSR It falls back to CPU when no CUDA device is present, slowly but successfully.

  • You are doing research or a personal project well under the revenue line

    SF3D The Community License is free at that scale, so the added surfacing costs you nothing.

How we tested

We compared the two models on the things that decide which one fits a project: license terms, mesh output and materials, export formats, reconstruction speed, and the hardware needed to run them.

This is a documentation-based comparison, not an independent benchmark. Every fact was read on 2026-08-15 from the primary source: each project's official GitHub repository and LICENSE file, its Hugging Face model card, and its arXiv paper. Every claim in the table and in the dimensions carries a source id you can check below. Where both projects report a figure using different or unstated measurement setups, notably inference time, we say so rather than presenting them as a like-for-like result. Open projects move quickly and license texts get amended, so verify the current terms in each repository before you commit engineering work.

The bottom line

SF3D vs TripoSR is a narrower comparison than most, because the two share an architecture lineage and land in the same speed and VRAM class. SF3D adds a more complete surfacing pipeline: UV unwrapping, predicted material parameters, and delighting. TripoSR exports OBJ as well as GLB, runs without a CUDA device, and is MIT. If your work sits well under a million in revenue and your renderer wants PBR inputs, SF3D's extra stages are free value. If you are building a business, the Stability AI Community License puts a revenue-triggered expiry on your right to use the model, and MIT does not. Decide that question first; the rest is pipeline preference.

If running either one locally is more setup than you want, triposr.org runs image-to-3D in your browser on cloud GPUs, with textured GLB output and commercial, watermark-free downloads. That is a paid product with an account rather than a free download, but there is nothing to install and no GPU to own.

FAQ

What is the difference between SF3D and TripoSR?

SF3D (Stable Fast 3D) is Stability AI's successor to TripoSR and its repository states it is based on TripoSR. It adds three things: a fast UV unwrap so texture lives in a texture map instead of vertex colors, predicted per-object material parameters (roughness and metallic) with normal maps, and a delighting step that removes baked-in lighting. Both reconstruct from one image in about half a second on roughly 6 GB of VRAM. The practical difference is the license: TripoSR is MIT, while SF3D uses the Stability AI Community License, which ends above USD $1M in annual revenue.

Is SF3D free for commercial use?

Only up to a point. SF3D is free to download and the Stability AI Community License permits research, non-commercial use, and commercial use by organisations and individuals generating USD $1,000,000 or less in annual revenue. Above that line the license text states the grant terminates, and it counts revenue regardless of whether it comes from the model, so a company earning above the threshold from an unrelated product is still affected. Continuing commercial use then requires an enterprise license obtained from Stability AI. TripoSR by contrast is MIT, with no revenue threshold at all.

Which is faster, SF3D or TripoSR?

They are effectively peers, and keeping the speed was one of SF3D's stated goals. The TripoSR paper reports reconstruction in under 0.5 seconds on an NVIDIA A100. The SF3D paper reports about 0.5 seconds and its model card says under one second, while the repository says it maintains TripoSR's inference speed. Both numbers are self-reported by their own authors under measurement setups that are not described identically, so treat them as a class rather than a ranking. Both are single-pass feed-forward models, which puts them orders of magnitude ahead of multi-step diffusion 3D generators.

How much VRAM does SF3D need?

The SF3D repository states the default options take about 6 GB of VRAM for a single image input, and lists Python 3.8 or newer with CUDA or MPS available. It expects 512x512 input images, and Windows support is present but flagged as experimental with Visual Studio 2022 required. TripoSR sits in the same 6 GB class and adds a CPU fallback when no CUDA-capable device is present, which is much slower but means it runs on machines without a supported GPU at all. On hardware alone there is little to choose between them.

Does SF3D produce better textures than TripoSR?

SF3D produces a more complete surface description out of the box. It UV-unwraps the mesh, predicts roughness and metallic material parameters plus normal maps, and delights the result so it relights correctly, whereas TripoSR carries appearance in vertex colors with an optional baked-texture UV on export. Whether that is better depends on your pipeline: it is a head start for a lit PBR scene, and it is work you will redo if the mesh goes into your own texturing, sculpting, or slicing step. Neither project publishes an independent side-by-side benchmark, so there is no neutral measurement of the gap.

What file formats do SF3D and TripoSR output?

SF3D saves the reconstructed model as a GLB file, with texture resolution configurable at run time, which suits web, AR, and modern game engines directly. TripoSR exports OBJ as well as GLB. OBJ still matters for CAD packages, older DCC applications, mesh repair tools, and much of the 3D printing chain, so having it come straight from the model removes a conversion step where material bindings can be lost or renamed. If everything downstream of you reads GLB, this is a tie in practice.

Should I switch from TripoSR to SF3D?

Answer the license question first, because it is the only one that cannot be worked around later. If your company is under USD $1M in annual revenue and expects to stay there, SF3D's added UV unwrapping, material prediction, and delighting are free improvements and worth testing on your own inputs. If you are building something you expect to grow past that line, switching means adopting a license whose grant terminates at a revenue threshold and then depends on Stability AI granting an enterprise agreement, which MIT never asks of you. Both are free to download, so run them side by side before deciding.

Is TripoSR still worth using now that SF3D exists?

Yes, for reasons that have nothing to do with either model being outdated. TripoSR is MIT, covering the code and the pretrained weights, so commercial use, modification, and relicensing are permanently granted with no revenue test. It exports OBJ as well as GLB, and it falls back to CPU when no CUDA device is available. It is in the same sub-second, roughly 6 GB class as SF3D. If your pipeline applies its own materials, or if you are building a commercial product, those properties matter more than the surfacing stages SF3D adds.

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 the local setup?

SF3D and TripoSR are both free to download and run if you have the hardware and the license fits. If you would rather skip the Python environment entirely, triposr.org runs image-to-3D in your browser with textured GLB output and commercial, watermark-free downloads. That part is a paid product with an account, not a free download, but there is nothing to install.

Try it in your browser