← Back to project

Ready Training Data — v2 / v3 / v4: summary & examples

ready_v2 (TRELLIS-500K) · ready_v3 (+TexVerse) · ready_v4 (Sketchfab-v1) — counts, rendered examples, quality feedback · 2026-06-30
datasummaryexamplesfeedbacktrellis2

1 · Overview, lineage & distribution

Three additive builds for the TRELLIS.2 3D generator — simple summary first:

VersionWhat it is# assets (shape@512)Sources
ready_v2Baseline — 5 TRELLIS-500K subsets ✅461,288ABO · HSSD · Objaverse-XL github · Objaverse-XL sketchfab · Toys4k
ready_v3v2 + reprocessed TexVerse ✅1,023,322 (937,903 unique)v2 sources + TexVerse
ready_v4v3 + own Sketchfab-v1 pull 🟡 (selected; Phase-2 pending)+426,521 selectedv3 sources + Sketchfab-v1 (+GitHub/SWH later)

Same four-modality spec per asset — shape@512 · PBR@512 · ss@64 · 16-view cond renders — plus holistic + per-part-PBR captions. (ready_v3's 1,023,322 is a per-subset sum; 937,903 unique after removing ~85k cross-subset duplicate shas, mostly sketchfab⊂TexVerse — see §6.)

Per-source breakdown & content distribution (share = % of the 1,023,322 ready_v3 shape sum):

Source subsetInshape@512share of v3Content / domain
Objaverse-XL · githubv2·v3278,62727.2%Broadest variety — props, characters, abstract solids; ~43% untextured (geometry-only)
Objaverse-XL · sketchfabv2·v3168,29116.4%Real artist assets — products, scenes, scans (textured)
ABOv2·v34,4700.4%Amazon furniture / home goods (photoreal PBR)
HSSDv2·v36,6680.7%Indoor furniture & appliances
Toys4kv2·v33,2320.3%Stylized toys / small objects
TexVersev3562,03454.9%Texture-rich, very diverse — the bulk of v3
Sketchfab-v1 (v4, selected)v4426,521 sel+42% to v3Characters / anime / figurines + scans (Phase-2 pending)
Distribution takeaway: ready_v3 is dominated by TexVerse (55%) + github (27%) = 82%; the three curated subsets (ABO + HSSD + Toys4k) are <1.5% combined — small but high-quality / high-coverage. ready_v4 would add a ~42% character-heavy bump on top.

2 · Counts by modality

Live counts (one-level-deep ls of each latent dir; 2026-06-30). cov = PBR ÷ shape (material coverage — only assets that carry a real Principled-BSDF material get a PBR latent).

Subsetshape@512ss@64pbr@512covrenders_cond
Objaverse-XL · github278,627277,646159,75757%280,951
Objaverse-XL · sketchfab168,291166,383126,74175%166,155
ABO4,4704,3194,470100%4,488
HSSD6,6686,6205,94189%6,673
Toys4k3,2323,1312,23469%3,232
ready_v2 total461,288458,099299,14365%461,499
TexVerse (new in v3)562,034561,810456,56181%565,030
🟢 ready_v3 total1,023,3221,019,909755,70474%1,026,529
ready_v4 funnel — 621,891 glb downloaded (7.14 TiB, deduped) → 611,680 aesthetic-scored (98.4%) → 426,521 selected @ score ≥ 4.5 (69.7% pass, mean 5.08 vs TexVerse 4.27). Phase-2 (render → voxelize → encode → caption) not yet started, so v4 latent counts are 0 for now.

Captions (Qwen3.6-27B, two tracks): ready_v3 holistic = 1,013,675 (453,977 non-TexVerse + 559,698 TexVerse); per-part PBR texture = 751,135 (296,387 + 454,748). v4 captions pending Phase-2.

3 · Data examples &amp; feedback (per subset)

9 quality-curated objects per subset (scored from a candidate pool on framing + colour/texture + detail, best view shown), so these are representative good assets — not the thin/degenerate tails. 1024² source renders, LANCZOS-downscaled. Observations below each grid are first-hand.

Objaverse-XL · github — widest geometric variety (mechs, props, characters, abstract solids), but ~43% carry NO material → rendered as bare white/clay meshes (goblet, star, sword, angel). This is the texture-coverage drag (57% cov). Framing varies; thin objects sit small in frame.
Objaverse-XL · sketchfab — real artist assets with genuine textures (Nike shoe w/ logo, woven basket, diorama shop). High texture fidelity, 75% material coverage. A few objects render small/dark.
ABO — Amazon furniture / home-goods; clean photoreal PBR, ~100% material coverage. Narrow domain (chairs, sofas, appliances), small set (4.5k).
HSSD — indoor furniture & appliances (bed, office chair, bin, grill). Materials present but renders skew dark/muted; a couple are low-contrast from the sampled angle. 89% cov, 6.7k set.
Toys4k — stylized toy-scale objects (hammer, knight helmet, animals, drum). Clean, unambiguous single objects; smallest set (3.2k), 69% cov.
TexVerse (v3) — texture-rich & very diverse (branded can with crisp label, golfer, palm, tiled panel). Strength = high-res PBR. Caveats: scan/photogrammetry assets show jagged/torn silhouettes; some thin/degenerate geometry (the @1024 SIGSEGV cases).

4 · Conditioning-render format

Each asset ships 16 views on a Hammersley sphere (full azimuth + varied elevation, incl. top/bottom), 512×512 webp. Below: all 16 views of one TexVerse asset.

Feedback: some assets render dark and small-in-frame (object fills a small fraction of the 512 canvas, low contrast on black). Candidate fix before tokenization: an exposure + tight-bounding-box framing normalization pass so the conditioning signal is consistent.
16 Hammersley conditioning views of a single asset — this one is under-lit and small-in-frame (the failure mode noted above). Multi-view coverage itself is correct (full sphere).

5 · ready_v4 preview

ready_v4 = Sketchfab-v1, deduped. 426,521 assets selected at aesthetic ≥4.5 (69.7% pass, higher than TexVerse's 62.6% — mean 5.08). Phase-2 (render → voxelize → encode → caption) not yet started.

Freshly rendered samples from the selected set (4-view aesthetic render, pre-Phase-2):

Material caveat: the sample shows a meaningful share of material-less character sculpts. v4 PBR coverage should be measured at Phase-2, not assumed from the sketchfab subset.
ready_v4 (Sketchfab-v1) selected samples. Distribution skews toward characters / figurines / anime sculpts, plus scanned chunks and structures — different mix from the product-heavy v2-sketchfab subset. Note several render as untextured white/clay sculpts: aesthetic-pass does not imply textured, so material coverage is uncertain (do NOT assume the v2-sketchfab ~75%) until Phase-2 dump_pbr runs.

6 · Cross-cutting feedback &amp; open questions

  1. Texture-coverage gap is structural, not under-run. PBR exists only where an asset has a real material: v2 = 65% (299k/461k), dragged by github's untextured meshes; v3 = 74%; ABO ~100%. Decision needed: do material-less assets train shape-only, or get dropped from the texture DiT? (Confirmed 24/24 of the no-PBR github assets genuinely lack a Principled BSDF — they are bare .obj/.fbx geometry.)
  2. Render normalization. A non-trivial fraction of cond renders are dark / small-in-frame. Worth an exposure + bounding-box-framing pass before tokenization for a cleaner conditioning signal.
  3. TexVerse mesh hygiene. Photogrammetry/scan assets carry jagged silhouettes; ~200 truly-degenerate voxels were dropped (the @1024 encode SIGSEGV). Acceptable, but flagged for any geometry-quality filter.
  4. v4 next step. 426,521 selected assets await Phase-2 (render → voxelize → encode → caption) — a ~42% bump over v3 shape (1.02M → ~1.45M). But the sample skews to character/anime sculpts with many untextured ones, so its PBR yield is unknown; measure material coverage at Phase-2 rather than extrapolating from the sketchfab subset.
Counts from live latent-dir listings; example renders sampled from renders_cond (v2/v3) + fresh aesthetic renders (v4). 2026-06-30.