Remeshing¶
Blender biedt verschillende tools om een mesh te regenereren, zodat deze (ongeveer) dezelfde vorm heeft, maar minder vlakken, meer vlakken of een betere topologie.
Remeshen om rommelige geometrie op te schonen.¶
Remeshing¶
Reference (Referentie)
- Mode (Modus):
Object Mode, Sculpt Mode
- Panel (Paneel):
Remeshing automatically rebuilds the mesh with a uniform topology. You can run it with a high resolution to make a simple mesh denser, making it more suitable for sculpting. Alternatively, you can run it with a low resolution to simplify and clean up overly dense or messy geometry, such as from a sculpt or a 3D scan.
Notitie
Remeshing werkt alleen op de originele mesh-data – het negeert modifiers, :doc:`shape keys </animation/shape_keys/introduction>`enzovoort.
Remeshing is niet mogelijk op objecten met een Multiresolution Modifier.
Het Remesh paneel stelt in staat om tussen twee verschillende modi te kiezen:
Voxel¶
De Voxel remesher werkt door de mesh in een virtueel 3D-raster te plaatsen, te kijken welke punten van het raster het dichtst bij het buitenoppervlak van de mesh liggen en een nieuwe mesh te genereren met hoekpunten op die punten. Dit betekent dat de resulterende mesh een uniforme topologie heeft en geen interne (zelfkruisende) geometrie.
It’s useful for the following cases:
Changing the resolution of, or generally cleaning up, a mesh that you want to sculpt. Notably, by setting up the resolution before sculpting, you can leave Dyntopo disabled and avoid its performance impact.
Cleaning up a mesh for 3D printing.
Generating a simplified standin mesh for use with physics simulation.
However, because the topology is just a simple grid, the Voxel remesher should not be used for the following:
Creating topology for a mesh that will be deformed (e.g. a character that will be animated). Such topology has to follow the flow of the geometry, and no perfect automatic tools exist for this right now; it has to be done manually. See Retopology.
Generating a mesh for applying the Subdivision Surface Modifier or the Multiresolution Modifier. It’s better to use the Quad mode for this.
Reducing the face count of a mesh that otherwise has no problems with its geometry. It’s better to use Decimate Geometry (Geometrie Decimeren) for this.
Voxel remesh has the following settings:
- Voxel Size (Voxel Grootte)
The size of each voxel (3D grid cell). Use a low value to get a detailed but dense mesh, or a high value for a light but coarse one.
- Adaptivity (Aanpasbaarheid)
Reduces the final face count by simplifying geometry where detail is not needed. A value greater than zero disables Fix Poles and can introduce triangulation.
- Fix Poles
Tries to reduce the number of Poles at the cost of some performance, to produce a better topological flow.
- Preserve (Behouden)
- Volume
Try to preserve the original volume of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- Attributes (Attributen)
Transfer attributes to the new mesh: the paint mask, any face sets, color attributes, and so on.
Zie ook
The Remesh Modifier can perform this operation non-destructively and offers more remeshing methods.
Quad¶
The Quad remesher uses the Quadriflow algorithm, which can produce better results but is also slower. It’s not a replacement for the Voxel remesher, however, because it doesn’t clean up intersecting geometry.
It’s useful for the following cases:
Generating a mesh for applying the Subdivision Surface Modifier or the Multiresolution Modifier.
However, it’s not recommended for the following:
Cleaning up a mesh for sculpting or 3D printing. The Voxel remesher is more suited for this.
Creating final topology for a mesh that will be deformed (e.g. a character that will be animated). Such topology has to follow the flow of the geometry, and no perfect automatic tools exist for this right now; it has to be done manually. See Retopology.
Reducing the face count of a mesh that otherwise has no problems with its geometry. It’s better to use Decimate Geometry (Geometrie Decimeren) for this.
- Quadriflow Remesh
Opens a pop-up to set parameters for the remesh operation.
- Use Mesh Symmetry
Generates a symmetrical mesh using the Mesh Symmetry options.
- Preserve Sharp
Try to preserve sharp features of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- Preserve Mesh Boundary
Try to preserve the original volume of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- Preserve Attributes
Transfer attributes to the new mesh: the paint mask, any face sets, color attributes, and so on.
- Smooth Normals
Apply Shade Smooth (Gladde Schaduwwerking) to the new mesh.
- Mode (Modus)
How to specify the amount of detail for the new mesh.
- Ratio (Ratio):
Specify target number of faces relative to the current mesh.
- Edge Length (Randlengte):
Specify target edge length in the new mesh.
- Faces (Vlakken):
Specify target number of faces in the new mesh.
- Seed
Random Seed to use with the solver; different seeds will cause the remesher to generate different quad layouts on the mesh.
Retopology (Retopologie)¶
The automatic remesh tools generally don’t result in topology that lends itself to deformation. Therefore, if you have sculpted a character and want to simplify it for animation, you’ll typically have to do this manually in a process known as retopologizing.
To do this, you typically create a new mesh that overlaps the original one, then adjust it until it fully covers the original mesh and matches its shape.
The Retopology (Retopologie) overlay of the 3D Viewport is useful here, as it lets you see the original mesh through the retopologized one and vice versa – without getting distracted by geometry on the other side as would be the case with X-Ray.
You can use the Poly Build (Poly Bouwen) tool to quickly add, change, and remove faces.
Use Snapping (Magnetisch Uitlijnen) to align new vertices to the original mesh.