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Tencent Hunyuan3d

calesthio/tencent-hunyuan3d

>- Generate 3D assets with Tencent's Hunyuan3D family — open-weight self-hosted models (Hunyuan3D-2.0/2.1 and HunyuanWorld / HY-World for scenes) and the hosted, closed API tiers (2.5, PolyGen, 3.0/3.1 via Tencent Cloud and third-party hosts). Use when a task involves image-to-3D or text-to-3D mesh generation, the shape-then-texture (DiT + Paint / PBR) workflow, choosing between self-hosting and a hosted API, checking the Community License's Territory (EU/UK/South Korea) and 1M-MAU commercial gate, sizing GPU/VRAM for local inference, ComfyUI integration, or reviewing and post-processing (retopology, UVs, decimation) the meshes these models produce. Not for image, video, or general LLM tasks.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/calesthio/generative-media-skills --skill tencent-hunyuan3d

What comes with it

13 040 bytes besides the instruction
EVAL.md

The instruction itself

17 sections, as written by the author

Tencent Hunyuan3D

Hunyuan3D is Tencent's family of generative 3D models. Its defining trait is a

two-stage, shape-then-texture pipeline: one model generates untextured

geometry from an image (or text), a second model paints materials onto that

geometry. The family spans open-weight releases you can self-host and

closed tiers available only through a hosted API. Choosing correctly between

those two tracks — and reading the license before you ship anything commercial —

is the core production judgment this skill supports.

All version, license, hardware, and access facts below were verified 2026-07-10.

These are volatile; re-verify against first-party repos before relying on them.

Facts are labeled [fact] (documented in a primary source), [first-party claim]

(Tencent's own benchmark/marketing, not independently reproduced), or [heuristic]

(production judgment, not a documented guarantee).


When this skill applies

Use it when the request involves:

  • generating a 3D object/asset from an image or text prompt;
  • generating a 3D scene/world (panorama, explorable environment) — the

HunyuanWorld / HY-World branch;

  • deciding self-host vs hosted API, or which Hunyuan3D tier fits;
  • license/compliance questions (commercial use, Territory, MAU, attribution);
  • GPU sizing for local inference or ComfyUI setup;
  • reviewing or post-processing Hunyuan3D output (topology, UVs, PBR maps).

Do not use it for 2D image generation (that is HunyuanImage), video

(HunyuanVideo), or the Hunyuan text LLMs (Hunyuan/Hy3) — those are separate model

families that happen to share the "Hunyuan" brand.


The version landscape (verified 2026-07-10)

Two tracks. Getting the track right is the first decision, because it determines

cost model, control, and legal footing.

Track A — Open-weight, self-hostable (download from GitHub + Hugging Face)

| Model | Released | Params (shape / paint) | What it adds | License |

|---|---|---|---|---|

| Hunyuan3D-2.0 | Jan 2025 | DiT-v2-0 ~1.1B / Paint-v2-0 ~1.3B (+ Delight) | Original open two-stage object model | Tencent Hunyuan 3D 2.0 Community License |

| Hunyuan3D-2mini | Mar 18 2025 | DiT-v2-mini 0.6B | Low-VRAM shape (~5 GB) | same 2.0 license |

| Hunyuan3D-2mv | Mar 18 2025 | DiT-v2-mv ~1.1B | Multi-view shape input (front+back+sides) | same 2.0 license |

| -Turbo / -Fast + FlashVDM | Mar 19 2025 | distilled variants of above | Step/guidance distillation; fast decode | same 2.0 license |

| Hunyuan3D-2.1 | Jun 13–14 2025 | DiT-v2-1 ~3.0B / Paint-v2-1 ~1.3–2B | First fully open PBR + full training code | Tencent Hunyuan 3D 2.1 Community License |

| HunyuanWorld-1.0 | Jul 26 2025 | — | Open scene/world gen: panorama proxy → layered mesh + 3DGS, 360° | Tencent Hunyuan community license |

| HY-World 2.0 / WorldMirror 2.0 | Apr 16 2026 | — | Text/image/multiview/video → meshes + 3DGS + point clouds; editable, engine-ready | open (GitHub + HF) |

[fact] Hunyuan3D-2.1 is the reference open baseline for object generation.

It is the version to self-host when you need PBR and want everything (weights *and*

training code) under an open license. Sources: GitHub Tencent-Hunyuan/Hunyuan3D-2.1,

arXiv 2506.15442.

[fact] FlashVDM accelerates the shape decoder: Tencent reports a Lightning

Vectset Decoder with >45x speedup and Progressive Flow Distillation sampling in as

few as 5 steps ([first-party claim] on the speedup magnitude). Enable via the

turbo checkpoints / --enable_flashvdm.

Track B — Closed, hosted API only (no downloadable weights, verified 2026-07-10)

| Model | Released | Distinguishing capability | Availability |

|---|---|---|---|

| Hunyuan3D-2.5 | Apr 2025 | ~10B params, 1024 geometric resolution, 4K textures, bump maps, "LATTICE" shape model, skeletal skinning | Tencent Cloud API + 3rd-party hosts |

| Hunyuan3D-PolyGen | Jul 8 2025 | Art-grade topology — clean quad/tri meshes, autoregressive mesh (BPT tokenization), intelligent retopology | API / Tencent internal game pipelines |

| Hunyuan3D-3.0 | Sep 2025 | 3D-DiT "hierarchical sculpting," ~1536³ resolution | Tencent Cloud API |

| Hunyuan3D-3.1 | later 2025/2026 | Hosted refinement of 3.0 | Tencent Cloud + hosts (fal, Replicate, etc.) |

[fact] The 2.5 / PolyGen / 3.x tiers are closed-source: accessible only

through hosted APIs, not as weights. The Tencent Cloud International Station and

Hunyuan3D API for overseas users launched Nov 26 2025. If a task says "use the

open weights" and also "use 3.0/PolyGen," that is contradictory — surface it.

Sources: Tencent Cloud doc 1284/75539; hunyuan3d.cc version notes; Tencent press.

[heuristic] **PolyGen exists specifically to solve the biggest weakness of the

open 2.x meshes: topology.** If your blocker is that self-hosted meshes are dense

triangle soup, PolyGen (hosted) or a manual retopology pass is the answer — not a

different 2.x checkpoint.


The license — read this before any commercial deployment

This is the single most consequential production fact in the family. The open

weights are not MIT/Apache. They ship under the **Tencent Hunyuan 3D Community

License Agreement** (versioned per model, e.g. "TENCENT HUNYUAN 3D 2.1 COMMUNITY

LICENSE AGREEMENT"). [fact] Verified 2026-07-10 from the LICENSE files in

Tencent-Hunyuan/Hunyuan3D-2 and Hunyuan3D-2.1.

Three restrictions that routinely surprise people:

  • Territory exclusion [fact]. The license grant is worldwide **excluding

the European Union, the United Kingdom, and South Korea.** Use "outside the

Territory" is prohibited. A team in Berlin, London, or Seoul is not licensed to

use the open weights under this agreement. This is a hard legal blocker, not a

preference — flag it whenever a user's location or target market is in those

regions.

  • 1 million MAU commercial gate [fact]. If, on the model's release date, the

products/services made available by or for the licensee had **> 1,000,000

monthly active users in the preceding calendar month, the licensee must

request a separate license from Tencent** (email [email protected] with

company name, sector, and use case). Below 1M MAU, commercial use is permitted

within the Territory at no charge.

  • Prohibited uses [fact]. Among ~20 clauses: no use to improve competing AI

models; no military use; no generating content that harms minors; no election

disinformation; no malware; no undisclosed AI-generated content; no "high-stakes

automated decisions affecting an individual's safety, rights, or wellbeing."

Attribution [fact]: redistribution requires a NOTICE file

("Tencent Hunyuan 3D 2.1 is licensed under the Tencent Hunyuan 3D 2.1 Community

License Agreement, Copyright © 2025 Tencent."), and products are expected to be

marked "Powered by Tencent Hunyuan."

[heuristic] **The hosted API does not erase these questions — it changes which

document governs.** Tencent Cloud and third-party hosts (fal, Replicate, etc.) each

impose their own Terms of Service. Do not assume "hosted = unrestricted commercial";

check the specific host's ToS, and if a user is in EU/UK/KR, using a *hosted* API is

often the cleaner route than self-hosting weights they aren't Territory-licensed for

— but confirm the host permits it. When a commercial deployment is on the line and

the facts are ambiguous, tell the user to get their own legal read; do not assert a

clearance you cannot source.


How generation actually works (the two-stage pipeline)

[fact] (arXiv 2506.15442, Hunyuan3D-2.1) The pipeline is deliberately modular

you can run either stage alone.

Stage 1 — Shape (Hunyuan3D-DiT + ShapeVAE):

  • Input: a single image (background removed), or multi-view images (2mv), or text

(which is routed through text-to-image first).

  • A flow-based diffusion model over a vectset latent produces a signed-distance /

occupancy field; marching cubes extracts a watertight triangle mesh.

  • octree_resolution is the primary geometry-density / quality knob.
  • Output: an untextured mesh (GLB/OBJ, trimesh object).

Stage 2 — Texture / material (Hunyuan3D-Paint):

  • Input: the mesh from Stage 1 (Hunyuan3D's own, or your own imported mesh).
  • A mesh-conditioned multi-view diffusion model renders the object from several

viewpoints (training used 512×512 views) and generates view-consistent material

maps, then bakes them into UV textures.

  • [fact] 2.1 produces PBR maps under the Disney Principled BRDF: albedo

(light-free, via an illumination-invariant training strategy), metallic, and

roughness. It uses a 3D-aware RoPE for cross-view consistency. 2.0's Paint

output was closer to baked diffuse color; 2.1 is the first open PBR.

[heuristic] Because Stage 2 accepts arbitrary meshes, a strong workflow is: use

Hunyuan3D only for texturing an existing (hand-modeled or retopologized) mesh, or

only for shape and texture elsewhere. Treat the two stages as independent tools.

Input strategy: image beats text for control

[heuristic] Text-to-3D internally does text→image→3D, so you surrender control at

the image step. Feed your own reference image whenever geometry matters. Good

shape inputs:

  • single, clearly separated subject, whole object in frame, not cropped;
  • plain / removable background (the pipeline runs background removal; a busy

background degrades it);

  • front-facing, roughly orthographic framing, even lighting, minimal harsh

shadow (shadows can be baked into geometry);

  • for objects where the back or sides matter, use 2mv with multiple views —

a single front image forces the model to *hallucinate* the unseen faces, and it

often gets concavities, back detail, and thin structures wrong.


Self-hosting: hardware and setup (verified 2026-07-10)

[fact] VRAM footprints (from the model READMEs — note the two open lines report

slightly different numbers, so plan for the larger):

| Task | Hunyuan3D-2.0 line | Hunyuan3D-2.1 line |

|---|---|---|

| Shape only | ~6 GB (2mini ~5 GB) | ~10 GB |

| Texture only | — | ~21 GB |

| Shape + texture combined | ~12–16 GB | ~29 GB |

[heuristic] Practical reading: **a 24 GB card (RTX 3090/4090) runs 2.1 shape and

texture** if you offload between stages rather than holding both in memory at once;

running both simultaneously wants ~29 GB, i.e. a 32–48 GB card or sequential

execution with model offloading. 2mini is the choice for 8 GB consumer cards

(shape only). The distilled Turbo + FlashVDM path is for fast iteration, not

maximum fidelity.

[fact] Reference environment for 2.1: Python 3.10, PyTorch 2.5.1 + CUDA 12.4.

Setup compiles a custom rasterizer and a **DifferentiableRenderer / mesh

painter** (C++/CUDA extensions) — budget time for the build step and a matching

CUDA toolchain. Real-ESRGAN weights are fetched separately for texture upscaling.

A Gradio app (gradio_app.py) and a REST endpoint (/generate, base64 image in →

GLB out) ship in the repo. Source: Hunyuan3D-2.1 README.

ComfyUI

[fact] (docs.comfy.org, verified 2026-07-10) ComfyUI has **native support for the

shape/geometry stage only** — workflows for Hunyuan3D-2, 2mv, and 2mv-turbo

generate untextured GLB into ComfyUI/output/mesh. **Texture/material generation is

not in the native nodes.** For PBR texturing inside ComfyUI, use a community wrapper

(e.g. ComfyUI-Hunyuan3DWrapper). Plan the texture stage separately if you are

ComfyUI-only.


Hosted access routes (verified 2026-07-10)

  • Tencent Cloud "Hunyuan 3D APIs" (doc 1284/75539) — first-party; International

Station live since Nov 26 2025. Backs the closed 2.5 / PolyGen / 3.x tiers.

  • Hugging Face Space tencent/Hunyuan3D-2.1 — a free demo of the open model,

good for a quick capability check, not for production volume.

  • Third-party hosts — fal.ai, Replicate, 3D AI Studio, Atlas Cloud, and others

wrap Hunyuan3D behind their own APIs and billing.

[fact] Tier/pricing signals seen across hosts (indicative, varies by provider):

"Rapid" tiers finish in ~2–3 min with fixed mid-range polygon budgets and ~1K

textures; "Pro" tiers invoke the full model with configurable polygon counts

(~40K–1.5M) and up to 4K PBR. Per-model prices around $0.02–$0.38 were observed;

one credit scheme charged Pro 60 credits (+20 PBR, +20 multi-view, cap 100) vs Rapid

35 (+20 PBR, cap 55). **Treat all prices as volatile — quote the host's live pricing,

never these numbers, to a user.**


Mesh output characteristics and required post-processing

[fact] Open 2.x meshes come from marching cubes over a diffusion field. That

means they are watertight but also **dense, uniformly-triangulated, non-quad,

and lacking artist topology (no edge loops)**. UVs are auto-generated for texturing,

not laid out for hand-editing.

[heuristic] Consequences for a production pipeline — plan these passes:

  • Retopology. Raw meshes are unsuitable for rigging/animation or clean

deformation. Retopologize (manual, an auto-retopo tool, or route the asset through

PolyGen, which was built for exactly this) before animating.

  • Decimation. For real-time (game/AR/web) budgets, decimate the dense mesh to a

target triangle/polygon count; expect to bake normal maps from the high-res mesh to

preserve detail.

  • UV re-layout if a human needs to paint or edit textures, rather than only

consuming the auto-baked PBR set.

  • Scale / orientation / origin normalization — generated assets rarely come in

your engine's units, up-axis, or pivot convention.

  • PBR map validation — confirm albedo, metallic, and roughness channels all

exported and are separated correctly (some export paths flatten to diffuse).


Reviewing generated assets — quality checklist

[heuristic] Before accepting an asset, check:

  • Silhouette & proportions from all sides (orbit it) — front-only inputs

frequently produce a plausible front and a mangled back.

  • Unseen-face invention — concavities, undercuts, and thin features (straps,

handles, hair) are the common failure zone; verify they exist and are solid.

  • Floaters / disconnected shells / non-manifold artifacts from marching cubes.
  • Geometry density vs need — is it far denser than the use case warrants

(decimate) or too coarse (raise octree_resolution / use 2.5/3.0)?

  • Topology — acceptable for a static prop as-is; not acceptable for

animation without retopology.

  • PBR correctness — albedo should be lighting-free (no baked highlights or cast

shadows); metallic/roughness should read physically (metal vs dielectric).

  • Texture seams and stretching at UV boundaries; resolution adequacy (1K vs 4K

depending on tier and camera proximity).

  • Scale/orientation normalized to target engine.

Production decision: open self-host vs hosted commercial

[heuristic] Self-hosting an open 2.x model wins when:

  • you generate high volume — marginal cost per asset approaches zero vs per-call

API fees;

  • data cannot leave your environment (unreleased IP, private client assets);
  • you need PBR at no per-asset cost and full pipeline determinism/integration;
  • you want the training code (2.1 ships it) to fine-tune on a domain;
  • and — the gating condition — you are inside the Territory (not EU/UK/KR) and

under 1M MAU, or have Tencent's commercial license.

[heuristic] A hosted API wins when:

  • you need peak fidelity or resolution (2.5, 3.0) or clean topology

(PolyGen) that the open weights don't provide;

  • you have no suitable GPU or don't want to maintain the CUDA/build toolchain;
  • volume is low or spiky (pay-per-use beats idle GPU);
  • you are in EU/UK/KR and self-hosting the open weights is not Territory-licensed

(use a host that permits your use — and still check its ToS).

[first-party claim] On Tencent's own benchmarks, Hunyuan3D-DiT (2.1) edges

comparable open models on shape metrics (Uni3D-T 0.2556 vs TripoSG 0.2506,

Step1X-3D 0.2554) and 2.1's Paint improves texture CLIP-FID to 24.78 from 2.0's

26.44. These are vendor-reported; treat "best" claims skeptically and, for a real

selection, run your own assets through candidates rather than trusting a

leaderboard.


Complete example (labeled example, not a required formula)

Intent: A studio outside the EU/UK/KR needs ~500 stylized prop meshes for a

mobile game, textured, on an in-house pipeline, no per-asset cloud fee, budget for

one 24 GB GPU.

Decision & reasoning:

  • Track: self-host — high volume + fixed GPU makes marginal cost ~0, and 500

assets would be a recurring API bill.

  • License: studio is in-Territory and well under 1M MAU → free commercial use;

add the NOTICE file and "Powered by Tencent Hunyuan" mark. [fact]

  • Model: Hunyuan3D-2.1 — need PBR for the game's lighting, want the open

weights + code. On a 24 GB card, run **shape then texture sequentially with

offload** (combined would want ~29 GB). [fact]/[heuristic]

  • Input: provide a front reference image per prop (concept art), background

removed; for props with important back detail, capture two views and use 2mv.

[heuristic]

  • Iterate with the Turbo/FlashVDM checkpoint to lock silhouette and framing

cheaply, then re-run the full model for the final. [heuristic]

  • Post-process each asset: decimate to the mobile poly budget; bake normals

from the dense mesh; retopologize any prop that will deform/animate (or send

those few through hosted PolyGen); validate the albedo/metallic/roughness set;

normalize scale/up-axis to the engine. [heuristic]

Expected result: watertight, PBR-textured props at controlled poly counts, no

per-asset fee, license-clean.

Likely failure modes: hallucinated back faces on single-view props (mitigate with

2mv); dense triangle topology unusable for the few animated props (retopo/PolyGen);

albedo with baked shadows if lighting in the reference was harsh (use flat, even

reference lighting).

Variation: the same studio in Germany cannot use the open weights under the

Community License at all — it must switch to a **hosted API whose ToS permits the

use**, changing the economics and the whole plan. [fact]


Common failure modes (summary)

  • Back/side geometry wrong from single-view input → use 2mv or multiple views.
  • Topology unusable for animation → retopologize or use PolyGen; the open meshes

are marching-cubes triangle soup by design. [fact]

  • VRAM OOM running shape+texture together → run stages sequentially with offload,

or drop to 2mini for shape. [heuristic]

  • Baked shadows/highlights in "albedo" → the input reference had directional

lighting; re-shoot flat. [heuristic]

  • Assuming open = unrestricted → it is the Community License: Territory-limited

(no EU/UK/KR), 1M-MAU gate, prohibited-use clauses, attribution. [fact]

  • Assuming ComfyUI gives you textures → native ComfyUI is geometry-only; texture

needs a community wrapper. [fact]

  • Confusing tracks → 2.5/PolyGen/3.x are API-only; you cannot download their

weights. [fact]


Primary sources (all verified 2026-07-10)

  • GitHub Tencent-Hunyuan/Hunyuan3D-2 — 2.0 model zoo, variants, FlashVDM, VRAM.
  • GitHub Tencent-Hunyuan/Hunyuan3D-2.1 — 2.1 weights + training code, setup, VRAM.
  • LICENSE files in both repos — Tencent Hunyuan 3D 2.0 / 2.1 Community License

(Territory, 1M MAU, prohibited uses, attribution).

  • arXiv 2506.15442 — Hunyuan3D 2.1 technical report (two-stage architecture, PBR /

Disney BRDF, benchmark numbers).

  • arXiv 2506.16504 — Hunyuan3D 2.5 technical report.
  • GitHub Tencent-Hunyuan/HunyuanWorld-1.0 and Tencent-Hunyuan/HY-World-2.0;

arXiv 2507.21809 — world/scene models.

  • docs.comfy.org Hunyuan3D-2 tutorial — ComfyUI native geometry-only support.
  • Tencent Cloud "Hunyuan 3D APIs" (doc 1284/75539) and Tencent press releases —

hosted API, International Station launch (Nov 26 2025).

  • hunyuan3d.cc version notes; Tencent Hunyuan announcements — PolyGen (Jul 8 2025),

2.5, 3.0/3.1 timeline and closed-source status.

How to use it

Copy the folder

Take calesthio/tencent-hunyuan3d from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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