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AI 3D generation

Buril wires the four leading AI 3D generation providers, plus a local pipeline based on Hunyuan3D. You feed in an image, a prompt, or both — you get back a mesh + textures + a Unity-ready prefab.

Tool families:

FamilyProviderCloud or Local
meshy_*MeshyCloud, BYOK
tripo_*TripoCloud, BYOK
rodin_*RodinCloud, BYOK
hitem3d_*Hitem3DCloud, BYOK
hunyuan3d_*Hunyuan3D 2.5Local (ComfyUI)

All five expose the same shape: <provider>_generate → returns a mesh handle → <provider>_export_unity → drops a prefab into your project.

Provider tradeoffs

ProviderStrengthWeaknessTypical cost
MeshyPBR materials out-of-the-box, polished UILess art-style control~$0.20–0.60 per mesh
TripoFast, decent topologyMaterials need post-processing~$0.10–0.30 per mesh
RodinBest topology for hero assetsSlowest, premium pricing~$0.50–2.00 per mesh
Hitem3DExcellent at stylized charactersNewer, less battle-tested~$0.15–0.40 per mesh
Hunyuan3D local$0 per mesh, no API keyNeeds a beefy GPU (16GB+ VRAM)Free after setup

Pricing snapshots are vendor-published — Buril does not mark up.

A round-trip in chat

Generate a fantasy treasure chest from this concept image, save to
Assets/Props/TreasureChest.prefab.

The asset-gen-specialist plans:

  1. Pick provider (default: best-quality given user's wired keys).
  2. <provider>_generate --image <path> --style fantasy_prop
  3. Poll for completion.
  4. <provider>_export_unity --path Assets/Props/TreasureChest.fbx
  5. mesh_optimize --target_verts 4000
  6. material_create_from_pbr_maps
  7. prefab_create --path Assets/Props/TreasureChest.prefab

Total time depends on the provider:

  • Meshy: 30-90 seconds.
  • Tripo: 15-45 seconds.
  • Rodin: 1-5 minutes.
  • Hitem3D: 30-90 seconds.
  • Hunyuan3D local: 30-180 seconds depending on GPU.

Wiring cloud providers

In Buril Unity:

Tools → Buril → Settings → AI 3D providers
- Meshy API key: [paste]
- Tripo API key: [paste]
- Rodin API key: [paste]
- Hitem3D API key: [paste]

Or via env vars (these win over EditorPrefs):

  • BURIL_MESHY_API_KEY
  • BURIL_TRIPO_API_KEY
  • BURIL_RODIN_API_KEY
  • BURIL_HITEM3D_API_KEY

Test each with <provider>_ping.

Wiring Hunyuan3D local

Hunyuan3D 2.5 runs through ComfyUI. The local pipeline:

  1. Install ComfyUI (Buril ships a one-shot installer wizard under Tools → Buril → Hunyuan3D Setup).
  2. The wizard downloads the Hunyuan3D 2.5 model (~12 GB).
  3. ComfyUI runs on http://127.0.0.1:8188.
  4. Buril dispatches hunyuan3d_generate over the ComfyUI REST API.

Hardware requirements:

GPUPerformance
RTX 4090 / A100Production-ready, ~30s per mesh
RTX 3090 / 4080Usable, ~60s per mesh
RTX 3070 / 4070Slow, ~120s per mesh
< 16GB VRAMNot recommended
CPU-onlyWill OOM. Use a cloud provider instead.

The ComfyUI workflow definition lives at Tools~/hunyuan3d/workflows/standard.json. You can edit it (ComfyUI graph editor) and Buril picks up the changes — useful for adding LoRAs or upstream pipeline tweaks.

Image-to-3D vs. text-to-3D

All providers support both. Image input produces better topology and material grounding; text-only is faster but more variable.

Image-to-3D: <provider>_generate --image /abs/path/concept.png
Text-to-3D: <provider>_generate --prompt "ornate iron treasure chest with rust"
Combined: <provider>_generate --image concept.png --prompt "..."

The combined mode (image + prompt) is the highest-quality option on Meshy and Rodin.

Mesh quality post-processing

AI-generated meshes are rarely ship-ready. Buril chains standard post-processing:

  • mesh_optimize — quadrification + decimation to a target poly count.
  • mesh_uv_unwrap — re-UV for clean texture sampling.
  • mesh_normal_smooth — fix shading discontinuities.
  • mesh_lod_generate — produce LOD0/1/2 automatically.

The asset-gen-specialist includes these in its default plan.

Common issues

SymptomFix
Provider returns "queue full"Pay-per-credit providers throttle. Retry after 30-60s or switch provider.
Mesh has interior shellsProvider's reconstruction left junk. Run mesh_remove_interior_geometry.
Hunyuan3D OOMsVRAM too low. Use --lowvram flag in ComfyUI or switch to cloud.
Textures look stretchedRe-UV with mesh_uv_unwrap --method angle_based.
Final prefab has no colliderNone of the providers ship colliders. Buril autogen with physics_collider_generate_mesh.