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ToolMicrosoft/10 trustVerified

TRELLIS

Microsoft's open 3D foundation model — text or image to meshes, NeRFs, and 3D Gaussians, MIT licensed.

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About

TRELLIS is Microsoft's large-scale 3D asset generation model (CVPR 2025 spotlight), open-sourced under the permissive MIT license. It uses a structured 3D latent space (SLAT) that decodes into multiple representations — explicit meshes via Flexicubes, radiance fields, and 3D Gaussians — from either text or image prompts, with PBR textures (metallic/roughness maps) out of the box. Model sizes range from a 342M text-base to a 2B text-xlarge, and TRELLIS 2 further improved quality. It exports to standard GLB/OBJ/PLY formats and supports local 3D editing and variant generation.

The honest picture: outputs are static meshes — no animation rigs. Real-time generation on consumer GPUs is not its strength (TripoSR is faster for previews), and extremely high-poly detail goes to Hunyuan3D-2. Setup involves heavy CUDA dependencies (kaolin, custom kernels). But for structured, part-aware 3D assets with clean semantic parts for game pipelines, it is one of the best open options available.

What it can do

  • Text-to-3D and image-to-3D generation
  • Meshes, radiance fields, and 3D Gaussian outputs
  • PBR textures with metallic/roughness maps
  • GLB/OBJ/PLY export
  • Local 3D editing and variant generation

Setup

Clone github.com/microsoft/TRELLIS, create the conda env via setup.sh (CUDA 11.8/12.2), download weights from Hugging Face (JeffreyXiang/TRELLIS-*).

Prerequisites

CUDA-compatible Nvidia GPU (RTX 30/40 recommended); conda; ~12GB for large weights.

Use cases

text-to-3dimage-to-3dgame-assets

Works with

Trust score — 8/10

/10 trustVerified

Scored 8/10 (verified tier, metrics-v1). Evidence: Verified via vendor site/docs/GitHub and reputable coverage, wave 54; Trending score 75/100 from researcher assessment.

Sources

Every fact above was checked against these sources. Where a claim comes from the provider and couldn't be independently verified, the text says so.