Hi, and thank you for releasing Pixal3D — the fidelity is impressive.
I'm evaluating Pixal3D for a commercial product (a video game sold to end users), and I want to make sure I use it correctly and within the license. I've found some conflicting information across the repo and third-party wrappers, so I'd be grateful for authoritative answers on the following:
1. License of the model weights.
The GitHub repository is marked MIT, but at least one third-party ComfyUI wrapper states the released weights are "academic-only / non-commercial / EU-excluded" (citing a Tencent license). Which is correct? Specifically:
- Are the released checkpoints under MIT, or under a separate Tencent non-commercial/community license?
- If a separate license applies to the weights, could you link it in the repo?
2. Commercial use of generated assets.
If I generate 3D meshes with Pixal3D and then edit/retopologize/texture them, am I allowed to sell those assets (e.g. as part of a commercial game)? Are the outputs free of restrictions, or do they inherit any license terms?
3. Territory.
Is there any geographic restriction (e.g. EU / UK / South Korea excluded) on commercial use? I'm based in the EU (Italy).
4. DINOv3 dependency.
The released code downloads dinov3-vitl16 (Meta, gated). The paper mentions DINOv2-Large as the image encoder.
- Which encoder do the released weights actually require at inference — DINOv2 or DINOv3?
- Is it possible to run the released model with DINOv2 (Apache-2.0) instead, without retraining and without quality loss? If so, how?
5. Non-commercial dependencies (nvdiffrast, RMBG).
- nvdiffrast (NVIDIA Source Code License, non-commercial) appears to be used for texture baking. Is it possible to run a geometry-only pipeline that does not invoke nvdiffrast, so the mesh output is free of that dependency?
- For background removal, is RMBG-2.0 (CC BY-NC) required, or can I substitute a permissively-licensed remover (e.g. rembg / U²-Net) or supply a pre-masked image?
6. Multi-view input.
Does the released main branch support multi-view image input (e.g. 4 views) at inference, or is it single-image only? If multi-view is supported, how are the views passed?
Thank you very much for your time — a clear answer on the weights license (Q1) and EU/commercial use (Q2–3) in particular would help me a lot in deciding whether I can build on Pixal3D. Happy to provide any details.
Hi, and thank you for releasing Pixal3D — the fidelity is impressive.
I'm evaluating Pixal3D for a commercial product (a video game sold to end users), and I want to make sure I use it correctly and within the license. I've found some conflicting information across the repo and third-party wrappers, so I'd be grateful for authoritative answers on the following:
1. License of the model weights.
The GitHub repository is marked MIT, but at least one third-party ComfyUI wrapper states the released weights are "academic-only / non-commercial / EU-excluded" (citing a Tencent license). Which is correct? Specifically:
2. Commercial use of generated assets.
If I generate 3D meshes with Pixal3D and then edit/retopologize/texture them, am I allowed to sell those assets (e.g. as part of a commercial game)? Are the outputs free of restrictions, or do they inherit any license terms?
3. Territory.
Is there any geographic restriction (e.g. EU / UK / South Korea excluded) on commercial use? I'm based in the EU (Italy).
4. DINOv3 dependency.
The released code downloads
dinov3-vitl16(Meta, gated). The paper mentions DINOv2-Large as the image encoder.5. Non-commercial dependencies (nvdiffrast, RMBG).
6. Multi-view input.
Does the released
mainbranch support multi-view image input (e.g. 4 views) at inference, or is it single-image only? If multi-view is supported, how are the views passed?Thank you very much for your time — a clear answer on the weights license (Q1) and EU/commercial use (Q2–3) in particular would help me a lot in deciding whether I can build on Pixal3D. Happy to provide any details.