All Paint Modes
Ctrl-R (Voxel), Ctrl-Alt-R (Quadriflow)
Remeshing is a technique that automatically rebuilds the geometry with a more uniform topology. Remeshing can either add or remove the amount of topology depending on a defined resolution. This technique is especially useful for sculpting, to generate better topology after blocking out the initial shape.
The Voxel Remesher uses an OpenVDB to generate a new manifold mesh from the current geometry. It produces a mesh with perfectly even distributed topology and it does not have any performance penalty once the new mesh is calculated. This makes the voxel remesher great for sculpting has it is possible to sculpt at a much higher level of detail than using other features like dyntopo which often adds more performance overhead.
- Voxel Size
The resolution or the amount of detail the remeshed mesh will have. The value is used to define the size, in object space, of the Voxel. These voxels are assembled around the mesh and are used to determine the new geometry. For example a value of 0.5m will create topological patches that are about 0.5m (assuming Preserve Volume is enabled). Lower values preserve finer details but will result in a mesh with a much more dense topology.
The voxel size also be adjusted from the 3D Viewport using Shift-R. Using this shortcut shows a grid that has the real size of the resulting voxel size. Holding Shift while adjusting the size allows better pressing while holding Ctrl adjusts the size linearly.
- Sample Voxel Size
Used to adjust the Voxel Size by picking an area of the mesh to match the denseness of polygons after the remesh operation.
Reduces the final face count by simplifying geometry where detail is not needed. This introduce triangulation to faces that do not need as much detail. Note, an Adaptivity value greater than zero disables Fix Poles.
- Fix Poles
Tries to produce less poles at the cost of some performance to produce a better topological flow.
- Voxel Remesh
Performs the remeshing operation to create a new manifold mesh based on the volume of the current mesh. Performing this will lose all mesh object data layers associated with the original mesh.