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A Blender extension for an easy-to-use remesher that outputs good-quality quad topology
Based on QuadWild with Bi-MDF solver which is based on QuadWild
- Good-quality quad topology even with basic usage
- Supports symmetry
- Guide edge flow with edges marked seams/sharp/material boundary/face set boundary
- Options for advanced fine-tuning available
- No external programs to download or run
- Add > Mesh > Monkey
- Add subdivision modifier with 2 levels
- Add triangulate modifier
- Open QRemeshify panel, disable Preprocess, set sharp angle threshold to 25, enable symmetry in X-axis
- Blender 4.2 and above
- Windows (still testing Linux and macOS)
- Download the zip file according to your OS from Gumroad or from Releases
- For Blender 4.2 and above, go to Edit > Preferences > Addons and click the arrow pointing down on the top right
- Click on Install from Disk... and select the downloaded zip file
- Ensure the checkbox is ticked to enable QRemeshify
QRemeshify can be accessed from the 3D view N-Panel (Press N
in 3D view) while in Object mode
Please remember to save often, time taken for remeshing is dependent on many factors and may take an unexpectedly long time
Option | Description | Performance Impact |
---|---|---|
Preprocess | Runs QuadWild's built-in decimation, triangulation, and attempt to fix common geometry issues | High |
Smoothing | Smooths topology after quadrangulation | High |
Detect Sharp | Generates sharp features from edges above the threshold, from edges marked sharp, and edges marked seam | Low |
Symmetry | Produce symmetrical topology along specified axes | Shortens time taken since less geometry is processed |
Option | Description | Performance Impact |
---|---|---|
Debug Mode | Shows meshes produced by intermediate steps | Low |
Use Cache | Run pipeline from quadrangulation step onwards (see Pipeline) (MUST run full pipeline once before) | Shortens time taken since less steps run |
Other than Debug Mode
and Use Cache
, advanced settings are passed straight through to the underlying QuadWild Bi-MDF and QuadWild library and are either undocumented or too complex for me to understand. They are still made available here for experimentation and fine-tuning.
Find and share more tips at Discussions
- Slower for more complex shapes eg. lots of cloth folds, try separating into smaller, simpler parts
- Having an even distribution of tris seems faster, either manually decimate and triangulate or enable Preprocess to help with this
- Time taken is proportional to number of faces, decimate to <100k tris would be a good start
- Needs sufficient geometry to work with to get a good topology, roughly >1k tris
- Loose geometry may need to be separated into individual objects, Edit mode > P > Separate by loose
- Use edges marked as sharp or UV seams to influence edge flow
- Use cache to only run quadrangulate step if previous steps have been run once before, for speeding up while tweaking advanced settings
flowchart TD
Start --> B{Use cache?}
B -->|False| C[Cut mesh in half on specified axes for symmetry]
C -.-> D([mesh.obj])
D --> E[Calculate sharp features]
E --> G[[QuadWild built-in preprocessing and field calculation]]
D --> G
G -.-> H([mesh_rem.obj])
H --> I[[QuadWild field tracing and splitting into patches]]
I -.-> J([mesh_rem_p0.obj])
J --> K[[QuadWild quadrangulation and smoothing]]
B -->|True| K
K -.-> L([mesh_rem_p0_0_quadrangulation.obj, mesh_rem_p0_0_quadrangulation_smooth.obj])
L --> M[Add mirror modifier on specified axes for symmetry]