Mesh

Edit

  • Decimate by Ratio — Reduces the triangle count (QEM decimation), aiming to remove the given share of faces; it never makes the surface cross itself.
  • Flip Normals — Reverses the winding of every face, so all normals point the other way.
  • Merge Vertices — Merges vertices that lie closer together than the tolerance into one point at their average position.
  • Remesh — Rebuilds a surface mesh with elements of a target edge length.
  • Remove Mesh Faces in Solid — Trims a mesh with a Solid: a face with at least one vertex inside the Solid is kept, every other face is removed.
  • Split Mesh — Breaks a mesh into its separate connected pieces, one mesh per piece.
  • Subdivide Mesh — Splits every face into four per step and smooths the result: Catmull-Clark for a quad-dominant mesh, Loop for a triangle mesh.
  • Triangles to Quads — Rebuilds a mesh from quads (QuadWild feature-line remesher) that follow the input's curvature and sharp creases, so holes and rims stay clean quad edges.

Convert

  • Mesh to Solid — Turns a mesh into a Solid whose value is the exact signed distance to the mesh's triangles.
  • Quad Mesh to CAD Body — Turns a quad mesh into a watertight CAD body: one smooth B-spline patch per quad (a Catmull-Clark surface; a mostly-quad mesh is refined once first), with the creases from Triangles to Quads as sharp edges and a tangent break next to irregular points.
  • Solid to Delaunay Mesh — Turns a Solid into a watertight triangle mesh by adaptive Delaunay refinement: large triangles on flat areas, small ones where the surface curves, sharp edges kept exact.
  • Solid to Mesh — Turns a bounded Solid into a triangle mesh by sampling it on a uniform grid (cell = tolerance/2), so nothing at or above the tolerance is missed.

Volume

  • Robust Tet Mesh — Fills a surface mesh with tetrahedra even when the mesh is flawed (self-intersections, holes, degenerate faces), using fTetWild.
  • Tet Mesh — Fills the inside of a closed surface mesh with tetrahedra.
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