feat: Extend Save3D to save vertex colors and textures (CORE-189) (#13824)

Split GLB save logic out of nodes_hunyuan3d.py into a new nodes_save_3d.py, and extend the writer to support UVs, per-vertex colors, and embedded baseColor textures.

Extend the MESH type with optional uvs, vertex_colors, and texture fields so meshes can carry texture data through the graph.

Add pack_variable_mesh_batch / get_mesh_batch_item helpers and switch VoxelToMesh / VoxelToMeshBasic to use them so batches with differing vertex/face counts no longer fail at torch.stack.
This commit is contained in:
Jukka Seppänen
2026-05-13 18:33:53 +03:00
committed by GitHub
parent a5189fed51
commit 8505abf52e
4 changed files with 422 additions and 207 deletions

View File

@@ -12,9 +12,24 @@ class VOXEL:
class MESH:
def __init__(self, vertices: torch.Tensor, faces: torch.Tensor):
self.vertices = vertices
self.faces = faces
def __init__(self, vertices: torch.Tensor, faces: torch.Tensor,
uvs: torch.Tensor | None = None,
vertex_colors: torch.Tensor | None = None,
texture: torch.Tensor | None = None,
vertex_counts: torch.Tensor | None = None,
face_counts: torch.Tensor | None = None):
assert (vertex_counts is None) == (face_counts is None), \
"vertex_counts and face_counts must be provided together (both or neither)"
self.vertices = vertices # vertices: (B, N, 3)
self.faces = faces # faces: (B, M, 3)
self.uvs = uvs # uvs: (B, N, 2)
self.vertex_colors = vertex_colors # vertex_colors: (B, N, 3 or 4)
self.texture = texture # texture: (B, H, W, 3)
# When vertices/faces are zero-padded to a common N/M across the batch (variable-size mesh batch),
# these hold the real per-item lengths (B,). None means rows are uniform and no slicing is needed.
self.vertex_counts = vertex_counts
self.face_counts = face_counts
class File3D: