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TRELLIS for generating 3D assets

Generate a 3D representation from supported image or text conditioning workflows.

Video and AnimationPublished 2 min read

Key Takeaways

  • TRELLIS uses a structured latent representation that can decode into multiple 3D output forms.
  • Choose an output representation based on the next step in the project.
  • Generate one object and inspect it from several angles.
  • A plausible input view gives limited information about the unseen side.

How it works

TRELLIS uses a structured latent representation that can decode into multiple 3D output forms. The form you export affects what downstream tools can edit or render.

What you need

Choose an output representation based on the next step in the project. A renderable result and a mesh ready for editing or fabrication need different checks.

What to try first

Generate one object and inspect it from several angles. Export the representation your renderer expects and verify geometry as well as appearance.

Inspect the geometry under plain lighting and use an independent viewer. Textures or the original view can conceal holes and implausible shapes.

Where to look for failures

A plausible input view gives limited information about the unseen side. Generated geometry may need cleanup before animation, collision or fabrication.

Related Franklin pages

Decide whether the goal is to generate an object or reconstruct a captured scene. Inspect the asset from new viewpoints and verify what your renderer can actually consume.

For video assembled from authored HTML and motion graphics, see Franklin’s HyperFrames profile. HyperFrames

Project documentation

Try it for your workflow

Explore the project’s documentation for setup and usage, or save this page to a collection for later.

Read the project documentation ↗