重构网格¶
Blender offers several tools for regenerating a mesh so that it has (approximately) the same shape but fewer faces, more faces, or better topology.
重构网格¶
参考
- 模式:
物体模式,雕刻模式
- 面板:
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.
Note
Remeshing only works on the original mesh data -- it ignores modifiers, shape keys and so on.
Remeshing is not possible on objects with a 多级精度修改器.
The Remesh panel lets you choose between two different modes:
体素¶
The Voxel remesher works by placing the mesh in a virtual 3D grid, seeing which points of the grid are closest to the mesh's outer surface, and generating a new mesh with vertices at those points. This means the resulting mesh has uniform topology and has no inner (self-intersecting) geometry.
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 表面细分修改器 or the 多级精度修改器. It's better to use the 四边形 mode for this.
Reducing the face count of a mesh that otherwise has no problems with its geometry. It's better to use 精简几何体 for this.
Voxel remesh has the following settings:
- 体素大小
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.
- 适应性
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.
- 修复极点
Tries to reduce the number of Poles at the cost of some performance, to produce a better topological flow.
- 保留
- 体积/音量
Try to preserve the original volume of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- 属性
Transfer attributes to the new mesh: the paint mask, any face sets, color attributes, and so on.
See also
The 重构网格修改器 can perform this operation non-destructively and offers more remeshing methods.
四边形¶
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:
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 精简几何体 for this.
- Quadriflow 网格重构
Opens a pop-up to set parameters for the remesh operation.
- 使用网格对称
使用网格对称选项生成对称网格。
- 保留锐边
Try to preserve sharp features of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- 保留网格边界
Try to preserve the original volume of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- 保留属性
Transfer attributes to the new mesh: the paint mask, any face sets, color attributes, and so on.
- 平滑法向
Apply 平滑着色 to the new mesh.
- 模式
如何为新网格指定细节数量。
- 比率:
指定相对于当前网格的目标面数。
- 边长:
Specify target edge length in the new mesh.
- 面:
Specify target number of faces in the new mesh.
- 随机种
要与解算器一起使用的随机种;不同的随机种将导致重构在网格上产生不同的四边形布局。
重拓扑¶
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 重拓扑 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 多边形建形 tool to quickly add, change, and remove faces.
Use 吸附 to align new vertices to the original mesh.