MeshRepairControls controls Vertex operations Detect flat triangles (with valence 3 vertices): Select all vertices of valence three which don't make the mesh much more detailed. This is indicated by very similar adjacent face normals: the area around the vertex is nearly planar. These vertices can usually be removed without destroying the features of the mesh. Select vertices with angle difference < 80 0 ° 4 180.000000000000000 0.100000000000000 30.000000000000000 Repair the mesh by collapsing the previously selected valence 3 vertices. Collapse selected vertices Qt::Horizontal Edge operations Detect skinny triangles: Select edges of length 0 0 0 18 Detect short edges Detect long edges > 0 0 0 18 Detect short edges < 0 0 Edge length Edge length 10 999999999.000000000000000 0.100000000000000 1.000000000000000 true Repair skinny triangles by collapsing the previously selected short or long edges. Collapse selected edges Qt::Horizontal Select all edges that have an opposite angle greater than or equal to the given angle. If this angle is very large, only edges of very skinny triangles will be selected. Select opposite edges to angles > 0 0 80 0 Angle threshold ° 4 180.000000000000000 0.100000000000000 170.000000000000000 Repair skinny triangles by flipping the previously selected edges. Flip selected edges Qt::Horizontal Detect foldovers: Select all edges that could be a foldover. Foldover detection is done by comparing the normals of the adjacent faces. If their difference is greater than the given angle, the edge will be selected. There is no automatic algorithm to fix these foldovers here. So you will have to select the faces that are actual foldovers, and then flip them using "Flip selected face orientation" (in "Face operations"). Select edges with angle difference > 0 0 80 0 0 0 Angle threshold ° 4 180.000000000000000 0.100000000000000 90.000000000000000 Face operations Detect skinny triangles: <html><head/><body><p>Selects all triangles with an aspect ratio greater than the given one. If this ratio is very large, only very skinny triangles will be selected.</p></body></html> Select triangles of aspect ratio > 0 0 6 999999999.000000000000000 0.100000000000000 10.000000000000000 Qt::Horizontal Manually repair foldovers: <html><head/><body><p>Flip the normals of all selected faces on the target meshes by reversing the vertex order. This can be used to manually fix foldovers detected in &quot;Edge operations&quot;. It either inverts the whole mesh or, if faces are selected, only the selection.</p></body></html> Flip the normals of all target meshes Flip face orientation Normals Recomputes Vertex and Face Normals on all Target Meshes Recomputes Vertex and Face Normals on all Target Meshes Recomputes Vertex and Face Normals on all Target Meshes Compute Normals Recomputes Vertex Normals on all Target Meshes Recomputes Vertex Normals on all Target Meshes Recomputes Vertex Normals on all Target Meshes Vertex Halfedge Recomputes Face Normals on all Target Meshes Recomputes Face Normals on all Target Meshes Recomputes Face Normals on all Target Meshes Face General Operations <html><head/><body><p>Snaps selected boundary vertices if they are closer than the given distance. No new vertices will be introduced on either boundary side, so they are just snapped to existing ones.</p><p>If vertices in the interior are selected, they will also get snapped to the opposite boundary, if in range.</p></body></html> Snap Boundary max. Distance Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter 0 0 10 0.000000000000000 999999999.000000000000000 0.100000000000000 0.500000000000000 <html><head/><body><p>Remove non-manifold vertices by duplicating them</p></body></html> Fix non-manifold vertices <html><head/><body><p>This button will try to fix triangle meshes. </p><p><br/></p><p>Degenerated faces will be removed and all vertices which are closer than the given distance will be collapsed. Non-manifold configurations at vertices will be removed and all faces of each component will be updated to have the same orientation.</p></body></html> Fix Triangle Mesh distance 0 0 10 0.000010000000000 999999999.000000000000000 0.100000000000000 0.010000000000000 Qt::Vertical 0 0