MeshRepairControls
controls
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Vertex operations
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Detect flat triangles (with valence 3 vertices):
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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
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with angle difference <
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80
0
°
4
180.000000000000000
0.100000000000000
30.000000000000000
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Repair the mesh by collapsing the previously selected valence 3 vertices.
Collapse selected vertices
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Qt::Horizontal
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Edge operations
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Detect skinny triangles:
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Select edges of length
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-
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
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Qt::Horizontal
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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
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to angles >
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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
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Qt::Horizontal
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Detect foldovers:
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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
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with angle difference >
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0
0
80
0
0
0
Angle threshold
°
4
180.000000000000000
0.100000000000000
90.000000000000000
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Face operations
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Detect skinny triangles:
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<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
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of aspect ratio >
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0
0
6
999999999.000000000000000
0.100000000000000
10.000000000000000
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Qt::Horizontal
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Manually repair foldovers:
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<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 "Edge operations". 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
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Normals
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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
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Recomputes Vertex Normals on all Target Meshes
Recomputes Vertex Normals on all Target Meshes
Recomputes Vertex Normals on all Target Meshes
Vertex
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Halfedge
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Recomputes Face Normals on all Target Meshes
Recomputes Face Normals on all Target Meshes
Recomputes Face Normals on all Target Meshes
Face
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General Operations
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<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
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max. Distance
Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
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0
0
10
0.000000000000000
999999999.000000000000000
0.100000000000000
0.500000000000000
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<html><head/><body><p>Remove non-manifold vertices by duplicating them</p></body></html>
Fix non-manifold vertices
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<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
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distance
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0
0
10
0.000010000000000
999999999.000000000000000
0.100000000000000
0.010000000000000
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Qt::Vertical
0
0