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.
npx skills add https://github.com/calesthio/generative-media-skills --skill 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).
Use it when the request involves:
HunyuanWorld / HY-World branch;
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.
Two tracks. Getting the track right is the first decision, because it determines
cost model, control, and legal footing.
| 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.
| 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.
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:
[fact]. The license grant is worldwide **excludingthe 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.
[fact]. If, on the model's release date, theproducts/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.
[fact]. Among ~20 clauses: no use to improve competing AImodels; 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.
[fact] (arXiv 2506.15442, Hunyuan3D-2.1) The pipeline is deliberately modular —
you can run either stage alone.
Stage 1 — Shape (Hunyuan3D-DiT + ShapeVAE):
(which is routed through text-to-image first).
occupancy field; marching cubes extracts a watertight triangle mesh.
octree_resolution is the primary geometry-density / quality knob.Stage 2 — Texture / material (Hunyuan3D-Paint):
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.
[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:
background degrades it);
shadow (shadows can be baked into geometry);
a single front image forces the model to *hallucinate* the unseen faces, and it
often gets concavities, back detail, and thin structures wrong.
[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.
[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.
1284/75539) — first-party; InternationalStation live since Nov 26 2025. Backs the closed 2.5 / PolyGen / 3.x tiers.
tencent/Hunyuan3D-2.1 — a free demo of the open model,good for a quick capability check, not for production volume.
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.**
[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:
deformation. Retopologize (manual, an auto-retopo tool, or route the asset through
PolyGen, which was built for exactly this) before animating.
target triangle/polygon count; expect to bake normal maps from the high-res mesh to
preserve detail.
consuming the auto-baked PBR set.
your engine's units, up-axis, or pivot convention.
exported and are separated correctly (some export paths flatten to diffuse).
[heuristic] Before accepting an asset, check:
frequently produce a plausible front and a mangled back.
handles, hair) are the common failure zone; verify they exist and are solid.
(decimate) or too coarse (raise octree_resolution / use 2.5/3.0)?
animation without retopology.
shadows); metallic/roughness should read physically (metal vs dielectric).
depending on tier and camera proximity).
[heuristic] Self-hosting an open 2.x model wins when:
API fees;
under 1M MAU, or have Tencent's commercial license.
[heuristic] A hosted API wins when:
(PolyGen) that the open weights don't provide;
(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.
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:
assets would be a recurring API bill.
add the NOTICE file and "Powered by Tencent Hunyuan" mark. [fact]
weights + code. On a 24 GB card, run **shape then texture sequentially with
offload** (combined would want ~29 GB). [fact]/[heuristic]
removed; for props with important back detail, capture two views and use 2mv.
[heuristic]
cheaply, then re-run the full model for the final. [heuristic]
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]
are marching-cubes triangle soup by design. [fact]
or drop to 2mini for shape. [heuristic]
lighting; re-shoot flat. [heuristic]
(no EU/UK/KR), 1M-MAU gate, prohibited-use clauses, attribution. [fact]
needs a community wrapper. [fact]
weights. [fact]
Tencent-Hunyuan/Hunyuan3D-2 — 2.0 model zoo, variants, FlashVDM, VRAM.Tencent-Hunyuan/Hunyuan3D-2.1 — 2.1 weights + training code, setup, VRAM.(Territory, 1M MAU, prohibited uses, attribution).
Disney BRDF, benchmark numbers).
Tencent-Hunyuan/HunyuanWorld-1.0 and Tencent-Hunyuan/HY-World-2.0;arXiv 2507.21809 — world/scene models.
hosted API, International Station launch (Nov 26 2025).
2.5, 3.0/3.1 timeline and closed-source status.
Take calesthio/tencent-hunyuan3d from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.