All settings
Every setting in the panel, with its default and range. Generated from the add-on (tools/manual/gen_reference.py); the linked pages say more.
| Setting |
Default |
Values |
What it does |
| Quads |
5000 |
1 or more |
About how many quads the result has |
| Style |
Custom |
Character, Sculpt / Scan, Hard Surface, Custom |
Settings for a kind of model; change any setting below and it becomes Custom |
| Symmetry |
off |
on / off |
Remesh with an edge loop down the middle (the mesh's X = 0), then mirror one half onto the other: an exactly symmetric result |
| Setting |
Default |
Values |
What it does |
| Mirror X |
off |
on / off |
Draw on one side, get the other: guides mirror across the mesh's own X axis, and guides across the centre are made symmetric (turns Symmetric remeshing on too) |
| Fill Between |
on |
on / off |
With guides: the guide lines and loops become edges and the regions between them are filled with quad patches (the result is imported). Off: the guides only steer the cross field |
| Setting |
Default |
Values |
What it does |
| Snap |
on |
on / off |
Line ends snap onto other guides, and stay on them when you move those guides (Ctrl while drawing also snaps the angle and onto guide points) |
| Ridges & Valleys |
off |
on / off |
Points snap onto the nearest ridge or valley of the mesh within about a quad: while dragging or moving a point (G), clicking with the pen, drawing freehand |
| Proportional |
off |
on / off |
Moving guide points also moves their neighbours along the guide, less the farther they are (O; the wheel while moving changes the reach) |
| Reach |
4 |
0.5 to 200 |
How far along the guide proportional editing reaches, in quads |
| Brush |
Relax |
Relax, Tweak |
|
| Radius |
40 |
10 to 300 |
Radius of the guide brush (F) |
| Setting |
Default |
Values |
What it does |
| Use Painted Density |
off |
on / off |
Density map from the active color attribute: red = edges a quarter as long, cyan = four times as long, white = unchanged |
| Setting |
Default |
Values |
What it does |
| Close Holes |
off |
on / off |
Remesh over the source's holes (open borders): each is capped in the copy the engine gets, so the result is closed. The source is not changed |
| Keep Attributes |
off |
on / off |
Carry the source's vertex groups, UV maps and colour attributes onto the result (nearest face, interpolated). UVs across the source's seams need a re-unwrap there |
| Show: Poles |
off |
on / off |
On the result: dots at its poles (blue: 3 edges, orange: 5, red: 6 or more) |
| Show: Density |
off |
on / off |
On the result: each quad tinted by its size against the size asked (blue: smaller, white: as asked, red: larger) |
| Show: Verdict |
on |
on / off |
In the viewport, the active result's one-line verdict: clean or not, quads, poles, time |
| Show: Bands |
off |
on / off |
Tint the bands the guides cut the mesh into, before the remesh on the mesh and after it on the result, each band in the same colour, also outside the guide tools |
| Show: Regions |
on |
on / off |
With a guide tool, tint the regions the guides cut the mesh into (with Fill Between: by what each fills as); red: too small for a quad or two, or needs another line |
| Show: Sketch |
on |
on / off |
With a guide tool and Fill Between, the rows of quads each grid, pole patch and ring will get, from the counts on its sides, drawn before remeshing |
| Show: Advice |
on |
on / off |
Mark where the engine had to add curves or found a band it fills badly; where the fill failed is marked red even when off |
| Show: Key Card |
on |
on / off |
With a guide tool, show the keys for what you are doing in the corner of the viewport |
| Setting |
Default |
Values |
What it does |
| Seam Density |
1 |
0.5 to 3 |
Remesh Selected Faces: quad size inside the selection relative to the edges along its border (1 = the same; 2 = twice as dense, joined with 1-3 transitions) |
| Setting |
Default |
Values |
What it does |
| Shape |
Standard |
Standard, Organic |
What kind of model this is |
| Hard Edges |
on |
on / off |
Align the field to edges sharper than the angle below |
| Angle |
40 |
1 to 179 |
Dihedral angle (degrees) above which an edge counts as hard |
| Curvature |
0.03 |
0 to 5 |
Pull towards principal curvature directions (0 = smoothest field) |
| Organic Strength |
1 |
0 to 2 |
Organic shape: how strongly the edge flow makes room for size changes (poles where the density changes); 0 = like Standard |
| Small Detail Limit |
2 |
0.5 to 6 |
Organic shape: detail sharper than this (curvature times quad size) gets no poles of its own, so pits and bumps under a quad wide do not fold; higher lets more detail steer the flow |
| Adaptive Size |
50 |
0 to 100 |
How much quads shrink where curvature is high |
| Size Smoothing |
0.5 |
0 to 4 |
How far quad sizes are averaged, in quad lengths (higher: calmer size changes) |
| Size Gradation |
0.3 |
0 to 2 |
How fast quad size may grow from small to large (0: no limit) |
| Smoothing |
10 |
0 to 60 |
Relaxation passes over the result (more: evener quads, less exact on the surface detail) |
| Fill Open Regions |
on |
on / off |
Fill Between: a region your lines leave far too big for its outline (the back of a head outside a face loop) is remeshed at the asked quad size and joined to the patches around, instead of a few big patches |
| Time Limit |
600 |
0 to 36000 |
Seconds after which a remesh stops with a message instead of running on (0: no limit) |
| Retry Until Clean |
on |
on / off |
When a result fails the check (folds, holes, quads turned over), try a few close fixes by itself: first the bad spots cut out and filled again, then close variants (1 % more or fewer quads; for organic shapes, finger webs not taken as hard edges). The first that passes is kept, and the report names it |