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This node decodes a Trellis2 texture latent into voxel colors using a VAE. The input latent contains sparse feature samples with coordinates; the node reconstructs the color for each voxel and returns the result as a voxel grid that downstream nodes, such as PaintMesh, can use to color a 3D mesh.

Inputs

Note: When the samples latent includes coord_counts, the counts must be non-negative, their total must match the number of coordinate rows, and each batch must contain exactly the expected number of rows; otherwise the node raises an error. If the latent’s model_frame is “z_up”, the decoded voxel coordinates are remapped to Y-up so they align with mesh vertices. When coord_resolution is supplied, the output texture resolution is that value multiplied by 16. Otherwise it is inferred from the largest voxel coordinate plus one, rounded up to one of 256, 512, 1024, 1536, or 2048; if the needed value exceeds 2048, that larger value is used. If no coordinates are available, the resolution defaults to 1024.

Outputs

This documentation was AI-generated. If you find any errors or have suggestions for improvement, please feel free to contribute! Edit on GitHub

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