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Remesh

tools/remesh·v1.5.1
IN:1  OUT:1

The Remesh rebuilds any POP with triangles or quads the way the Houdini Remesh SOP does. Each iteration splits edges that are too long, collapses the ones that are too short, flips edges to raise the smallest angle of each triangle, smooths the points along the surface and projects them back onto the input. Open boundaries, edges sharper than Hard Angle and, with UV Seams, the borders of the UV islands are kept as edges of the new mesh, and Use Input Points Only keeps every output point on an input point.

Element Sizing aims for one Target Size everywhere (Uniform) or follows the curvature (Adaptive) with Relative Density, Min Size, Max Size and Gradation, and a point attribute on the input can set the edge length locally through Mesh Size Attribute. Every input attribute is carried over to the new triangles, N can be recomputed as point or vertex normals, and the output can add a Quality attribute per triangle and a MeshSize attribute per point. A typical use is building a low-poly lattice for a simulation that Point Deform then follows.

PAGERemesh
Hard AngleHardangleEdges whose faces meet at more than this angle are kept as hard edges. Angles are given in degrees.
UV AttributeUvattribThe vertex attribute holding the UVs whose seams are kept.
IterationsIterationsThe number of remeshing iterations. More iterations give more regular triangles but take more time.
SmoothingSmoothingThe amount of smoothing applied at each iteration. Higher values give more equilateral triangles.
Use Input Points OnlyInputptsonlyRestricts the remesher to the input points: edges are only collapsed and flipped, no point is added or moved.
Recompute NormalsRecomputenormalsWhen on, computes new normals. When off, the input normals are interpolated like any other attribute.
Target SizeTargetsizeThe target edge length in Uniform mode.
Use Max SizeUsemaxsizeLimits the edge length in Adaptive mode.
Max SizeMaxsizeThe largest edge length allowed in Adaptive mode.
Use Min SizeUseminsizeLimits how small the edges can get in Adaptive mode.
Min SizeMinsizeThe smallest edge length allowed in Adaptive mode.
Relative DensityDensityThe relative density of the sampling in Adaptive mode. A value of 1 meshes a sphere with about 16 points.
GradationGradationThe rate at which edge lengths can change from one triangle to the next. Higher values give fewer triangles.
Mesh Size AttributeSizeattribA point attribute giving the desired edge length near each point.
Min Size AttributeMinsizeattribA point attribute giving the smallest edge length allowed near each point.
Max Size AttributeMaxsizeattribA point attribute giving the largest edge length allowed near each point.
Output Mesh SizeOutputsizeAdds a point attribute with the edge length used around each point.
Mesh Size NameOutputsizeattribThe name of the mesh size attribute.
Output Mesh QualityMeshqualityAdds a primitive attribute measuring each triangle: 1 for an equilateral triangle, toward 0 for thin ones.
Quality NameQualityattribThe name of the mesh quality attribute.
Max PointsMaxpointsThe number of working points allocated in Manual mode.
Point LimitPointlimitThe largest number of working points Auto allocates. Limits the GPU memory used.
Copy Topology Info Back to CPUCpureadbackEnable copying the point count and topology information held on the GPU to the CPU.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
IOModified
Ppoint vec3Point position. The output is a new triangle mesh lying on the input surface.
Npoint vec3Normal. Interpolated from the input, or computed again with Recompute Normals as point normals or vertex normals (sharp along the hard edges).
IOCreated
Qualityprimitive floatTriangle quality with Output Mesh Quality: 1 for an equilateral triangle, toward 0 for thin ones (name set by Quality Name).
MeshSizepoint floatThe edge length the remesher aimed for around each point, with Output Mesh Size (name set by Mesh Size Name).
Input 0 POP - Input Mesh
Output 0 POP - Remeshed Mesh