Trellis 2 Match 3D Detail to Your Scene
Trellis 2, also written TRELLIS.2, is Microsoft’s image-to-3D model for geometry and materials. This online workflow turns one reference into a textured GLB, with separate controls for generation resolution, mesh simplification, and texture size. Use those controls to develop a visual asset for the distance at which people will see it.
Start FreeTrellis 2 Resolution, Mesh, and Texture Settings
Trellis 2 separates the detail of the generated shape from the complexity and surface images of the delivered asset.
| Control | Available settings | Change it when… |
|---|---|---|
| Generation resolution | 512, 1024, 1536; default 512 | The reference contains geometric features you want to explore more closely. |
| Mesh simplification target | 5,000–2,000,000; default 500,000 | You need a more manageable mesh while retaining the important outline. |
| Texture size | 1024, 2048, 4096; default 2048 | Surface markings need more definition at the final display size. |
Begin with the defaults to see what the reference produces. Rotate the result, then decide whether the next change concerns shape, mesh complexity, or appearance. Changing one setting at a time makes the comparison easier to interpret, although separate generations can still vary.
A missing opening is a shape problem. A heavy mesh is a complexity problem. Blurred decoration is a surface-detail problem. Increasing every setting treats these as the same issue and makes it harder to tell which change helped.
Choose Detail for the Viewing Distance
A close-up object and a small scene element need different amounts of visible information.
A decorative object in the background
Judge the model at the size it will occupy in the scene. Prioritize its outline and major color regions. Evaluate a smaller simplification target if the mesh feels unnecessarily dense, then check that curved edges and narrow supports still read clearly.
A prop the viewer can inspect
Look more closely at seams, raised trim, and cutouts. Test higher generation resolution where those features are present in the source. Increase texture size when painted markings matter, and inspect them from the angles the viewer will actually use.
An object with mixed materials
Microsoft’s model represents base color, roughness, metallic properties, and opacity. For a lamp with metal supports and translucent panels, review the supports as geometry and the panels under your scene lighting. Check how the materials work together at the intended viewing distance.
Give Trellis a Complete Object Reference
One image must communicate the design, including the parts that connect its major volumes.
Use JPG, PNG, or WebP up to 10MB. Leave a margin around the object and choose a view that shows depth without hiding essential parts. Overlapping legs, dark cavities, or reflective surroundings can make the structure ambiguous.
An illustration can be a useful starting point when it clearly establishes the form. Develop one with the image generator if the object is still an idea. For a photograph with distracting surroundings, background removal can help isolate the outline; inspect the cleaned image for lost wires, stems, or other thin details.
If the back carries a feature that the front cannot explain, keep that in mind when choosing the workflow. Trellis accepts a single image here. A multi-view model lets you supply that additional information directly.
Trellis 2 vs TRELLIS: What Changes for Your Asset?
The second generation emphasizes geometry together with richer material attributes.
The original TRELLIS project uses structured latents and supports representations including meshes, Gaussians, and radiance fields. TRELLIS.2 introduces O-Voxel, a representation designed to handle complex surfaces and material properties, including opacity.
That makes layered or open forms a relevant area to explore. It also means a visually valid surface is not necessarily a closed solid. For a leaf, thin shell, or garment, inspect the actual structure before deciding how to edit or print it.
On this page, the workflow is an image in and a textured GLB out. Tutorials for text-conditioned TRELLIS or Gaussian exports cover separate workflows.
Trellis 2 or Tripo 3.1 for an Image Reference?
The deciding factor is often whether you need more views or more control over a single-image export.
Trellis 2 provides separate generation-resolution and texture-size choices around one source image. Consider it when the visual design is settled and you want to explore how its shape and materials carry into a 3D asset.
Tripo 3.1 provides named view slots and independent geometry and texture quality. Choose that route when a side or back image resolves a structural question the first image leaves unanswered.
For a separately directed finish, Meshy 7 offers a texture prompt or texture reference. For an explicitly untextured starting model, Hunyuan 3D 3.1 offers Geometry output. Choose the controls your source and destination call for, then evaluate the actual result.
Finish the GLB for Its Destination
Review the downloaded asset in the software where it will be used.
For a web scene, assess loading needs and appearance at the intended scale. For a close-up render, check the outline, material transitions, and transparent regions. If reduction removes an important feature, retain more geometry there or repair it in your editor.
For printing, establish a closed volume, remove unwanted internal surfaces, and set physical dimensions before checking wall thickness. Keep the original download while making these changes so you can compare versions. The 3D model generator guide explains the shared preview and download workflow.
Trellis 2 Settings and Export Questions
Give Your Image Depth and Materials
Start with a complete object reference, generate the first model, and adjust the detail that matters in your scene.
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