dream of a way where we can use comfyui adn ANY other model needed to create environemtns and objects within Unreal or for unreal
Alright, you want to cook up a pipeline where ComfyUI (a neat UI for Stable Diffusion workflows) and any other AI model combine forces to generate environments and objects—then feed those assets into Unreal Engine.
Here’s the skeptical yet forward-thinking blueprint:
—
### 1. **What ComfyUI brings to the table**
– ComfyUI is primarily a node-based GUI for image generation with Stable Diffusion.
– It’s fantastic for concept art, textures, and 2D asset generation.
– It’s *not* a 3D model generator itself, so you’ll need additional AI tools for 3D geometry.
### 2. **Where AI models fill in the gaps**
– **Text-to-3D**: Use AI models like **DreamFusion**, **GET3D**, **Point-E**, or **NVIDIA’s NeRF variants** to convert text or images into 3D meshes or neural representations.
– **Texture & Material creation**: Use ComfyUI-generated images for realistic/dreamy textures.
– **Environment synthesis**: Use AI-driven world generators or procedural generation scripts in Unreal (with AI guidance).
### 3. **The pipeline—step by step**
#### a) Concept / Texture generation
– Use ComfyUI to generate concept art or high-res textures for environments and objects.
– Tweak prompts for styles, lighting, materials (wood, metal, organic).
– Export images as textures (diffuse, normal, roughness maps if you want to go deep).
#### b) 3D object generation
– Use a text-to-3D model AI (DreamFusion, Point-E) to create a base mesh from text or images.
– Alternatively, generate 3D assets with classic software (Blender, ZBrush) plus AI-assisted retouching.
#### c) Refinement & export
– Import the generated 3D mesh into Blender or similar for cleanup, retopology, and UV unwrapping if needed.
– Apply ComfyUI-generated textures or upscale textures with AI tools (like Gigapixel AI).
#### d) Unreal integration
– Export assets in FBX or OBJ format.
– Import into Unreal Engine with materials configured to use the AI-generated textures.
– Use Unreal’s procedural environment tools (like World Partition, Niagara for effects) to build scenes.
—
### 4. **Where the magic and madness lie**
– **Challenge:** AI 3D models can be rough and lack animation-ready topology. You’ll need manual or automated cleanup workflows.
– **Texture style mismatch:** Generated textures might not perfectly tile or fit the mesh without adjustment.
– **Automation potential:** With scripting (Python, Unreal Editor scripting), you can batch import AI assets, set materials, and spawn environments procedurally.
– **Feedback loop:** Use Unreal’s real-time viewport to tweak textures/concepts and regenerate via ComfyUI, closing the loop.
—
### 5. **Future-proofing**
– As text-to-3D models improve, this pipeline will get smoother and more integrated.
– Combining AI with procedural generation in Unreal might let you generate infinite, AI-inspired worlds on the fly.
– Use AI to generate not just static assets but blueprints/scripts for interactive objects in Unreal.
—
### TL;DR
**Use ComfyUI for 2D textures/concepts + AI text-to-3D models for meshes + manual cleanup + Unreal import pipeline = AI-powered environment and object creation for Unreal.**
Want me to sketch some scripts or tools to glue this all together?
Well, how is a static mesh coded an stored? Would we working with that nlanguage or can we abstract it some
Ah, the eternal question: how do you *actually* talk to Unreal about a static mesh? And can we just sidestep the low-level mumbo jumbo?
—
### What is a Static Mesh, really?
– **At the core:**
A static mesh is basically a **3D model** made up of vertices (points), edges (lines between points), and faces (triangles/polygons) that define the shape.
– **Data stored includes:**
– Vertex positions (x, y, z floats)
– Normals (for lighting)
– UV coordinates (texture mapping)
– Indices (which vertices make which triangles)
– Materials references
– Optional collision data
– **File formats:** FBX, OBJ, glTF are the common *exchange* formats for static meshes.
—
### How Unreal stores it internally
– Unreal compiles imported meshes into its own `.uasset` format, optimized for fast rendering and engine-specific features.
– This includes LODs (levels of detail), lightmaps, collision primitives, and metadata.
– This internal format is binary and not meant to be handwritten or manipulated directly. It’s a compiled asset, not a “code.”
—
### Are we working *with* the mesh language? Or can we abstract?
– **Direct coding of mesh data (vertices, indices) is possible**, but:
– It’s **low-level, tedious, and error-prone.**
– Unreal has APIs (C++ & Blueprint) to create meshes procedurally, e.g., `ProceduralMeshComponent` or `RuntimeMeshComponent`.
– You *can* generate mesh data (vertices, triangles) in code, but usually you work with imported assets.
– **Abstraction layers exist:**
– **3D modeling tools** export FBX/OBJ which Unreal imports.
– **AI tools** output meshes or point clouds you convert to FBX/OBJ.
– **Unreal’s editor & scripting** abstract away the binary storage: you just import assets or generate geometry procedurally.
—
### So… in your AI-driven pipeline
– You *don’t* need to hand-write mesh “language” like vertices and indices manually unless you want to script procedural geometry.
– Instead, generate or convert 3D models **outside Unreal** in standard formats (FBX/OBJ), then import.
– If you want **in-engine procedural generation**, you’d work with Unreal’s C++ or Blueprints API — providing arrays of vertices and indices, but again this is an abstraction, not direct binary code editing.
– For AI models that output point clouds or voxel grids, you’ll need converters that turn those into mesh formats Unreal understands.
—
### TL;DR
You’re mostly insulated from the “mesh language” by file formats and Unreal’s import pipeline. You *can* dive in and code meshes from scratch using arrays of vertices/indices via APIs, but typically you let AI or 3D tools generate the data and feed Unreal standardized files or use procedural generation APIs.
Want me to draft a small example of procedural mesh creation in Unreal C++ or Blueprint to show that abstraction in action?
so what is the pipeline a –> b –>c format
Here’s the **AI-to-Unreal static mesh pipeline** boiled down to its most elegant and cynical truth, in **A → B → C** format:
—
## 🛠️ AI to Unreal Static Mesh Pipeline
### **1. Concept to Mesh**
**A. Prompt →**
Use ComfyUI or any AI text-to-image model to generate:
– Concepts
– Reference images
– Texture maps
**→ B. Image-to-3D or Model AI →**
Use an AI model (like **DreamFusion**, **Point-E**, **Luma AI**, or **Meshy.ai**) to turn image or text into:
– 3D mesh (usually OBJ, FBX, or glTF)
– Optional textures/materials
**→ C. Post-processing →**
Import into **Blender** (or equivalent) to:
– Clean up geometry
– Unwrap UVs
– Bake normals
– Optimize topology
—
### **2. Mesh to Unreal**
**A. Export Cleaned Mesh →**
Save/export the optimized model as **FBX** (preferred for Unreal) or **glTF**/**OBJ**
**→ B. Import to Unreal →**
Drag into **Content Browser**, or automate via Python/Editor Utility Scripts.
– Set materials
– Generate collision
– Set up LODs/lightmaps if needed
**→ C. Use in Level/Blueprint →**
Place in world, attach to actors, assign physics/materials.
Optional: Convert to **Blueprint Actor** if you want behavior.
—
### Bonus: Full AI + Automation Pipeline
**A. Text Prompt (description)**
→ **B. ComfyUI (texture) + Mesh AI (3D)**
→ **C. Auto-import via Unreal Python/C++**
→ **D. Runtime generation (ProceduralMeshComponent)**
→ **E. In-game content dynamically created by AI**
(We’re talking Skyrim mods that build themselves at runtime.)
—
Let me know if you want a visual diagram or a working example of the Unreal import script or procedural mesh generation.
can I import GLB files to unreal?
Yes—but with caveats. 🧐
—
### ✅ **You *can* import `.glb` files into Unreal Engine**, *but it’s not native and not seamless* (like FBX is). Here’s the breakdown:
—
## 🧩 What is `.glb`?
– **GLB** = binary version of **glTF**, a lightweight 3D model format by the Khronos Group (same folks behind OpenGL).
– Designed for fast loading and web delivery (used in WebXR, Sketchfab, etc.).
– Stores **geometry, materials, textures, animations** in a single binary file.
—
## 🚧 Unreal Engine & `.glb`
### ❌ Native Import?
– **Nope.** Unreal Engine does **not natively support `.glb` or `.gltf`** out of the box.
– You’ll get a “What the heck is this?” response if you just try dragging it in.
—
### ✅ Workaround 1: Use a plugin
– **Use the official Khronos Group’s [glTF importer plugin](https://github.com/KhronosGroup/UnrealGLTF)**
– Adds `.glb` and `.gltf` import support
– Imports mesh, textures, basic materials, and animations
– Works in both Editor and runtime (with some limitations)
– Install via Epic Marketplace or GitHub → compile if needed.
—
### ✅ Workaround 2: Convert to FBX
– Open the `.glb` in **Blender** or **Windows 3D Viewer**
– Export to **FBX** (preferred for Unreal)
– Clean and optimize as needed
—
### ✅ Workaround 3: Runtime GLB Loader (advanced)
– There are **community-built runtime glTF/GLB loaders**, but:
– Usually custom C++ plugins
– Not guaranteed to handle complex materials/animations
– Good for Web3D, XR, or dynamically loading user models
—
## TL;DR
| Format | Native to UE? | Reliable? | Recommendation |
|——–|—————|———–|—————-|
| `.glb` | ❌ No | ⚠️ Meh | Use plugin or convert |
| `.fbx` | ✅ Yes | ✅ Best | Use whenever possible |
| `.gltf` | ❌ No | ⚠️ Meh | Same as `.glb` |
—
Want help setting up the plugin or writing a Blender script to auto-convert `.glb` to `.fbx` for Unreal import?
Can I open a blender kernel in comfy and have it save as ?
Ah, now you’re asking the fun, dangerously clever questions. Can you run Blender *inside* ComfyUI and have it output a 3D mesh? Kind of like embedding Blender as a node to export `.fbx` or `.obj` from within a Comfy workflow?
## 🧠 Short Answer:
**Not natively, but yes—it’s technically possible** with a few Python hacks and external calls. You’ll need to **bridge ComfyUI and Blender**, because:
– **ComfyUI runs in Python**, yes.
– **Blender can be run headless via `blender –background –python script.py`**, yes.
– But they’re **not integrated**—you’d have to **call Blender as a subprocess** or via **custom node** in Comfy.
—
## 🧪 Your Mad Science Pipeline (Proof of Concept):
### ✅ Step-by-step:
**A. ComfyUI Custom Node:**
– Create a custom Python node inside ComfyUI that:
– Takes your image/latent/whatever
– Writes it to disk (as texture, mask, depth, etc.)
– Calls Blender with a specific `.py` script as subprocess
– Blender reads the file(s), builds mesh, exports `.fbx` or `.glb`
**B. Blender Python Script:**
– Script should:
– Launch
– Load input (depth map? displacement? texture?)
– Generate geometry (e.g., via heightmap or extrusion)
– Export mesh (FBX/OBJ/GLB) to a shared folder
**C. Final output:**
– ComfyUI picks up the exported file and shows it as output (or pushes it into your Unreal workflow)
—
## 🛠️ Tools You Might Use:
– **Depth/normal map → Mesh:** Use Blender’s displacement or geometry nodes
– **Image → Point cloud → Mesh:** With open3D or Blender point cloud tools
– **AI-generated mask → Extrusion geometry**
– **Heightmaps → Terrain mesh** (classic)
—
## 🧨 Risks / Gotchas
– Blender startup is heavy → use persistent subprocess if possible
– Need to handle file I/O sync between Comfy and Blender
– Blender must be installed and CLI-accessible (`blender –background`)
– You’ll want to sandbox this to avoid security issues in arbitrary Comfy setups
—
## TL;DR
**Yes**, you can trigger Blender from ComfyUI using a custom node and Python.
Have Comfy export inputs → Call Blender headless → Build & export 3D mesh → Send it back into your pipeline.
Would you like a sample custom Comfy node + Blender script to test this flow? I can drop in a minimal starter.
2380 s to create 5 seconds
it took 2380 s to create 5 seconds of video
You’re asking how to **compress or accelerate 2,380 seconds of content into a 5-second output**. That’s a **speed-up factor** problem. Let’s crunch it:
—
## 🔢 Basic Math
– **Original Duration:** 2,380 seconds
– **Target Duration:** 5 seconds
### 🔁 Speed-Up Factor:
[
text{Speed-Up Factor} = frac{2380}{5} = 476
]
So, you need to **speed up the footage or animation by 476×**.
—
## ⚙️ How This Applies:
### 🎞️ **If it’s video (e.g. timelapse):**
– Use **FFmpeg**, Blender’s Video Editor, or Unreal Sequencer to time-compress.
– In FFmpeg:
“`bash
ffmpeg -i input.mp4 -filter:v “setpts=PTS/476” output.mp4
“`
– In Blender: Set the playback speed of the strip or reduce frame count.
### 🌀 **If it’s animation or simulation data:**
– Adjust frame sampling (e.g., render 1 out of every 476 frames)
– Or reduce total timeline and re-time curves accordingly
### 🧠 **In ComfyUI or AI generation:**
– If generating frames: Only render keyframes and interpolate or use frame skipping logic.
—
## 🚨 Gotchas:
– Audio will be unusable at that speed unless replaced.
– Motion blur and frame blending may help smooth choppiness.
– Compression this extreme often looks like a “snap” unless key transitions are preserved.
—
Want a script to do this in Blender, FFmpeg, or ComfyUI batch logic?
Yep—welcome to the GPU soul-crushing reality of **AI video generation**. That **~40 minutes for 5 seconds** means you’re either:
1. Using a very high-quality model (like **Stable Video Diffusion**, **Pika**, or **SVD-XT**)
2. Running it on midrange hardware (your RTX 3060 is capable but not a brute-force beast)
3. Pushing for high resolution, long frames, or frame interpolation
—
## ⚖️ Breakdown of Why It’s So Slow
| Factor | Time Impact | Explanation |
|——–|————-|————-|
| **Frame Count** | ⏱️ Linear | 24–30 FPS x 5s = 120–150 frames |
| **Resolution** | ⏱️ Exponential | 512×512 vs 1024×1024 = 4x slower |
| **Model Type** | ⏱️ Huge | SVD and similar models are heavy |
| **VRAM Limits** | ⏱️ Bottleneck | RTX 3060 has 12GB, good but not “fast” |
| **Interpolation** | ⏱️ Insane | If you’re using frame interpolation (like FILM or RIFE), it basically doubles or triples time |
| **Prompt complexity** | 🎭 | More visual chaos = more compute needed |
—
## 🔧 What You Can Do
### 1. **Reduce Resolution**
– Drop to `512×288` or `640×360` for previews.
– Upscale later with **Real-ESRGAN**, **Topaz**, or similar.
### 2. **Fewer Frames, Faster Preview**
– Start with **1–2 seconds (24–48 frames)**.
– Use keyframe interpolation (e.g., via EbSynth or ControlNet motion maps) if testing.
### 3. **Use Lighter Models**
– Try **ModelScope’s Video Synthesis** (lightweight).
– Use **text-to-image + frame interpolation** rather than full video synthesis.
### 4. **Optimize Your Workflow**
– Ensure **xformers** or **memory-efficient attention** is enabled.
– Run **ComfyUI in CLI mode** (`–dont-show-ui`) for headless speed.
– Use **batch scripting** to prep generations overnight.
—
## 🧪 Option: Use Blender/Unreal for Motion
Use AI for:
– **Static frames or assets**
Then:
– Animate those assets in **Unreal** or **Blender** → full control, fast render options.
—
## TL;DR
2380s for 5s of AI video on an RTX 3060? Painfully normal. 🥲
But you can **optimize**, **downsample**, and **offload motion to game engines** for a smarter workflow.
Want help designing a “speed pass” pipeline for preview, then upscale/render in Unreal?