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Complete TRELLIS.2-4B guide: Microsoft's 4B image-to-3D model. Compare specs and PBR quality, check VRAM needs, set up ComfyUI, or try a free online 3D demo.
Last updated: September 10, 2026
TRELLIS.2-4B is Microsoft's open-source image-to-3D model: feed it a single image and it produces a textured 3D mesh with full PBR materials, at up to 1536Β³ voxel resolution. It is one of the strongest open weights available for image-to-3D generation β and this guide covers everything you need to actually use it: what it is, what hardware it needs, how to run it in ComfyUI, and how to try it online without any GPU.
If you don't want to install anything, you can generate 3D models online directly in your browser β no Hugging Face account, no queue, no GPU required.
| Spec | Value |
|---|---|
| Developer | Microsoft Research |
| Parameters | 4B (flow-matching transformer) |
| Task | Image-to-3D (single image β textured mesh) |
| Max resolution | 1536Β³ voxel grid |
| Materials | Full PBR (Base Color, Metallic, Roughness, Alpha) |
| Compression | 16Γ spatial (SC-VAE), ~9.6K latent tokens for 1024Β³ |
| Topology | Arbitrary, including open surfaces and thin geometry |
| Weights | Open source on Hugging Face and GitHub |
| Released | December 16, 2025 |
Specs sourced from the official Microsoft project page and the Hugging Face model card.
According to Microsoft Research's official project page, TRELLIS.2-4B is an "open-source 4B-parameter image-to-3D model producing up to 1536Β³ PBR textured assets, built on native 3D VAEs with 16Γ spatial compression." It is the second generation of the TRELLIS ("Structured 3D Latents") family β the subtitle Native and Compact Structured Latents for 3D Generation describes the two core ideas: a native 3D representation not limited by iso-surface fields, and a compact latent space that makes large-scale generation practical.
Three technical components matter in practice:
1. O-Voxel (Omni-Voxel representation). Instead of predicting a continuous signed-distance field and extracting a mesh from it (the approach used by most image-to-3D models, which struggles with thin walls and open surfaces), TRELLIS.2 works directly on a sparse voxel grid. Geometry uses a Flexible Dual Grids scheme that preserves sharp edges, and the same voxel encodes appearance β so a single structure carries both shape and material.
2. SC-VAE (Sparse Compression VAE). A 3D VAE compresses the voxel data 16Γ per axis. A fully textured 1024Β³ asset shrinks to roughly 9.6K latent tokens with negligible quality loss β this is what makes a 4B transformer able to output high-resolution 3D at all.
3. Flow-matching transformer. The generative backbone predicts the structured latent in a flow-matching setup, which supports multi-resolution output and shape-conditioned texture generation (re-texturing an existing mesh while keeping its geometry).
If you used the original TRELLIS, the second generation is a significant upgrade rather than an incremental one:
| Aspect | TRELLIS (1st gen) | TRELLIS.2-4B |
|---|---|---|
| Representation | SLat + iso-surface extraction | O-Voxel, field-free |
| Topology | Limited by field extraction | Arbitrary: open surfaces, thin walls, interiors |
| Max resolution | 512Β³ typical | Up to 1536Β³ |
| Materials | Textures | Full PBR with alpha |
| Latent size | Larger | ~9.6K tokens @ 1024Β³ (16Γ compression) |
For a deeper dive into the pipeline, see our guide on how TRELLIS 2 works.
High resolution with clean geometry. Sharp edges, thin geometry, transparent objects, open surfaces, and even interior structure survive generation β the classic failure cases of field-based models.
Production-oriented PBR. Output includes Base Color, Metallic, Roughness, and Alpha channels, so assets can drop into a PBR render pipeline without re-baking.
Flexible outputs. Multi-resolution generation lets you pick a trade-off between detail and file size, and shape-conditioned mode lets you keep a mesh you like and regenerate only its texture.
Microsoft hosts a demo Space on Hugging Face. It's free, but requires a Hugging Face account and queues during peak hours, with limited generation time per session. Fine for a first test, impractical for production work.
The weights are open, so you can run the full pipeline on your own hardware. The practical floor is around 6β8GB VRAM with optimized settings β see our TRELLIS 2 low VRAM guide for GPU benchmarks and the full installation walkthrough. Model files are on the TRELLIS 2 download page.
Trellis2.app runs image-to-3D generation on cloud GPUs: upload an image, get a PBR-textured GLB in minutes, with multi-view input support and no local setup. This is the same TRELLIS.2 pipeline without the hardware bill.
Approximate requirements for local deployment:
| Setup | VRAM | Max resolution | Notes |
|---|---|---|---|
| Minimum | 6 GB | 512Β³ | Low VRAM mode, single texture pass |
| Comfortable | 8β12 GB | 1024Β³ | Low VRAM mode + tuned parameters |
| Full quality | 24 GB+ | 1536Β³ | Full PBR channels, no compromises |
The 4B transformer is the main memory consumer; the SC-VAE's compact latents keep the rest of the pipeline manageable. Detailed per-GPU benchmarks are in the low VRAM guide.
ComfyUI integration is maintained via the Comfy-Org/TRELLIS.2 repackaged weights, so the model drops into standard node workflows. Our complete TRELLIS 2 ComfyUI guide covers custom node installation, workflow setup, and GLB export, and the workflow collection has ready-to-use graphs. If your exports are missing metallic or roughness channels, the ComfyUI PBR guide addresses exactly that.
The fastest way to avoid "why does this look wrong in my 3D editor" is to validate the export immediately:
The TRELLIS.2 code and weights are publicly released by Microsoft Research. Note that the official project page describes the release as a research project, and the model license on Hugging Face governs actual usage terms β read the model card before shipping anything commercial. If licensing uncertainty is a concern, using a hosted service like Trellis2.app moves that responsibility to the platform.
The weights and code are open source. Running it costs either your own GPU time or a hosted service's credits.
On Hugging Face (model weights) and GitHub (code). Our download guide walks through both.
Yes β via the Comfy-Org repackaged weights. Start with the ComfyUI installation guide.
"Trellis 2.0" usually refers to the same TRELLIS.2 release. There is no TRELLIS 3 at the time of writing.
Those are closed commercial models. TRELLIS.2-4B is open-source, generally stronger on topology fidelity and PBR output, but needs more setup. For head-to-head details, see Meshy AI vs Trellis vs Tripo and our image-to-3D models on Hugging Face comparison.
Yes β see how to use TRELLIS 2 online for free, or generate online and skip the hardware entirely.
TRELLIS.2-4B is the current open-source reference for single-image 3D generation: native topology handling, real PBR output, and resolutions that finally hold up in a render pipeline. Try it in the free online 3D generator β no GPU, no account, no queue.
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