Meshdraft / nodes

Every node in Meshdraft

The full toolbox behind the drafts: 22 operations for repairing, optimizing, retopologizing and texturing real-world 3D models. Free, in your browser; models never leave your machine.

Each entry lists the node’s inputs and parameters, and which built-in drafts use it. Link to any node directly with its # anchor.

Input/OutputGetting models in and results out.

Load Model

#

Drop in STL, OBJ, PLY, glTF, GLB, OFF, USD or FBX. Files load locally: nothing is ever uploaded.

Actions

ButtonWhat it does
MeshLoad a single mesh file: STL, OBJ, PLY, glTF, GLB, OFF, USD or FBX.
Mesh + TexturesLoad a whole folder, so a glTF's external .bin and texture images resolve alongside the mesh. Use this whenever a model ships as more than one file.
RunWhen the folder holds several models, run each one through the graph and save every result into the folder you pick. A built-in draft adapts to each model, as it does when you load one.
PausePause the batch after the current step. The graph unlocks: edits you make apply from the current model on, and the report records which version of the graph made each model.
ResumeContinue the batch. The current model is finished with your edits; only the steps you changed run again.
StopStop the batch after the current step. Finished models keep their saved results and the report lists the rest as not run.
RerunRun again the models made before your last edit, so every result comes from the graph as it is now.

Used in drafts: every draft

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Save Model

#

Export the finished mesh as glTF, GLB, OBJ, STL or PLY, with textures and companion files where the format carries them.

Parameters

ParameterWhat it does
FormatFile format to write. glTF / GLB carry materials and textures in one file; OBJ needs companion files; STL and PLY store geometry only. The badges above strike through whatever the chosen format will drop.
NameFile name to write, without the extension (that comes from the format above).

Actions

ButtonWhat it does
FolderChoose a folder to save into, instead of the browser's Downloads folder.
SaveEvaluate the chain upstream of this node and write the file. Textured formats may write companion files alongside it.

Used in drafts: every draft

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InspectUnderstand a mesh before and after you change it.

Inspector

#

A mesh-quality report (holes, non-manifold edges, sliver faces, loose parts) that shows what's wrong before you decide how to fix it.

Metrics

MetricWhat it means
Zero-area facesFaces with no area at all: three points on a line, or repeated points. They carry no surface and break normals, UVs and booleans. Clean removes them.
Sliver facesExtremely thin, needle-like triangles. Legal geometry, but they wreck shading and make remeshing and simulation unstable.
Boundary edgesEdges with only one face attached (the rim of a hole). Any non-zero count means the mesh is not watertight, so it can't be 3D printed or used in a volume boolean. Fill Hole seals them.
Non-manifold edgesEdges shared by three or more faces, so the surface branches. No real solid can do this; it blocks watertight fills and booleans. Clean resolves them.
Non-manifold verticesVertices where two otherwise separate patches of surface meet at a single point (a bow-tie). The surface pinches to nothing there. Clean resolves them.
Crease edgesEdges where the UV layout is cut, so the two sides land in different places in the atlas. Expected wherever a model was unwrapped. A high count means a fragmented atlas.
UV seam edgesThe edges along which the texture layout is cut into charts, with their total length in the model's units. A reduction pulls these out of line unless told otherwise; a Seams importance above 1 on Decimate, Remesh or LOD Set holds them. Reads n/a when the model carries no UVs. The viewer's Protected edges overlay draws them in teal.
Material boundary edgesThe edges where one material meets another, with their total length in the model's units. A Materials importance above 1 on Decimate, Remesh or LOD Set holds them on their line. Reads n/a when the model carries a single material or none. The viewer's Protected edges overlay draws them in magenta.
SymmetryWhether the model is a mirror image of itself across one of the three coordinate planes, judged on a sample of its vertices: the plane (YZ for left and right), where it sits when it is off the origin, and the share of sampled vertices that have a mirror image. A character or vehicle authored symmetrically reads close to 100%. Decimate and LOD Set can then keep the two halves identical through the reduction with their Symmetry setting, which finds the plane again on the full model. The viewer's Protected edges overlay draws the edges lying on the plane in gold.
Corner verticesVertices where several sharp feature edges meet. Remesh and Quad Mesher pin these in place, so they mark where hard detail is preserved.
Connected componentsHow many separate pieces the mesh is made of. More than one means loose parts. Combine can sew them together or drop them.
Debris partsSeparate pieces that are tiny next to the whole model: scan crumbs, stray triangles, floaters. Combine's Remove debris strategy drops exactly these, so the count predicts what that node would remove. The largest piece never counts.
Self-intersectionsPairs of faces where one surface passes through itself: folded-over surfaces, scan overlap. They break booleans, voxelization and printing. Clean with resolve self-intersections on repairs them; a very large count is rebuilt more reliably by Voxelize. Separate parts passing through each other are counted under Overlapping parts instead. Shows 'skipped' when the model is over the browser's face budget for this query.
Overlapping partsPairs of faces where two separate parts of the model pass through each other: a candle pushed into its holder, parts of an assembly modelled overlapping. This is how many models are built, not a defect: it renders and bakes correctly, so Clean leaves it as it is. Shows 'skipped' when the model is over the browser's face budget for this query.
Flipped facesFaces wound the wrong way: either inside-out against their neighbours, or a whole closed shell wound inward. Zero on a consistently outward mesh. These are the faces Conform Normals would flip, so a non-zero count means that node is worth adding; a zero means it can be skipped.
Double wallThe surface carries a redundant second skin (an outer skin and an inner skin, fused into one sheet or nested inside) rather than one solid surface. Image-to-3D generators (Trellis and similar) emit these, at any gap between the skins. Downstream it doubles the faces Decimate must spend, makes Voxelize read the model as hollow, and confuses baking. Visual Hull removes the hidden inner skin. Only a hidden, layered skin counts: open scenes, ground planes and double-sided sheets do not qualify, and a shell shredded open by holes waits for Fill Hole to close it first.
Hidden interiorA large share of the surface is buried inside other parts of the model: frames inside furniture, the cabin of a vehicle, parts stacked inside a housing. This is how assemblies are built, not a defect, and it is different from a double wall (one surface doubled onto itself). The drafts that reduce a model (Reduce, Reduce & Bake, Retopo and the platform drafts) add a Visual Hull when they see it, so the face budget is not spent on geometry nobody can see. Fix & Clean leaves the interior alone: a repair should not delete the inside of your model.
Enclosed volumeHow much of the volume the surface sweeps it actually encloses. A solid encloses most of it; a tight double wall encloses only the sliver between its skins; a double-sided sheet encloses nothing. Supporting evidence beside the double-wall verdict, not the verdict itself. n/a means every face was degenerate.

Used in drafts: Fix & Clean 3D Print Prep

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Compare

#

Before and after in one viewport, split by a draggable divider, so you see exactly what a node changed.

Inputs

InputWhat to wire
A → leftMesh shown on the left of the viewer divider, usually the "before".
B → rightMesh shown on the right of the viewer divider, usually the "after".

Parameters

ParameterWhat it does
AnimateAuto-sweep the compare divider right↔left at a constant speed (for demo/tutorial capture).

Actions

ButtonWhat it does
SnapshotSave a PNG of the 3D viewer exactly as shown (model, divider and overlays included).

Used in drafts: Reduce Reduce & Bake Retopo 3D Print Prep Platform targets

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RepairTurn broken geometry into sound geometry.

Clean

#

One-pass repair for broken geometry: non-manifold edges and vertices, zero-area faces, and optionally self-intersections.

Parameters

ParameterWhat it does
Self-intersectionsDetect and repair self-intersecting faces. Off is faster on very large models.

Used in drafts: Fix & Clean 3D Print Prep

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Fill Hole

#

Seal every open hole with caps that follow the surrounding curvature. This is the step that makes a scan watertight.

Parameters

ParameterWhat it does
SmoothFair each cap so it follows the surrounding curvature instead of sitting flat. Off leaves a minimal flat patch.

Used in drafts: Fix & Clean 3D Print Prep

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Conform Normals

#

Rewind every face to point outward consistently. Fixes inside-out patches and black-shaded regions.

No parameters: wire it in and it runs.

Used in drafts: Fix & Clean 3D Print Prep

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Combine

#

Merge loose pieces into one mesh: touching rims are sewn together, negligible debris is dropped.

Parameters

ParameterWhat it does
StrategyParts that touch or interpenetrate count as one assembly. Keep largest keeps only the biggest assembly. Remove debris keeps every real part and drops only true debris: scan crumbs, stray triangles and floaters that are tiny next to the model. Keep all deletes nothing. Union overlapping parts deletes nothing either and merges the parts that pass through each other (a candle pushed into its holder) into one surface; only closed parts can be merged, so seal open ones first with Fill Hole and Conform Normals. Tiny attached specks are dropped in every mode.

Used in drafts: 3D Print Prep

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OptimizeFewer, better triangles.

Decimate

#

Reduce triangle count to an exact budget, or until the shape would visibly change. Curvature-aware collapse keeps detail where the surface bends.

Parameters

ParameterWhat it does
StrategyWhere the reduction is spent. Uniform reduces everywhere evenly; Curvature protects curved regions, so detail survives longer and flat areas absorb the reduction.
TypeWhat the reduction aims for. Fixed uses the face count verbatim; Percentage keeps that share of the input's faces, so one setting works on any model. Max deviation reduces until the shape would change by more than the error you allow, and Screen size reduces until the change would become visible at the size the model is shown. With the last two the face count follows the shape: simple models end up light, detailed ones keep what they need.
FacesTarget triangle count. The result lands at or below this number, never above it.
PercentShare of the input's faces to keep. 10 leaves roughly a tenth of the original triangles.
Error %The largest change allowed in the surface, as a percentage of the model's size (its bounding box diagonal). Being relative, the same value works at any scale. 0.2 keeps the result very close to the original; raise it for lighter results, lower it to keep fine detail.
Screen pxHow large the model appears where it will be used, in pixels across its bounding box diagonal. A model seen small (a distant prop, a thumbnail) can lose far more faces than one that fills the screen.
Error pxHow much visible change is acceptable at that screen size, in pixels. 1 keeps every change under a pixel; 2 or more allows a lighter result.
BonesFor a rigged model only. Merging two vertices that follow different bones blurs the joint between them, so such merges are made more expensive and happen last: 1 is the default, higher protects joints more, 0 turns the protection off. Skin weights and blend shapes are carried through the reduction whatever the value, and the saved file stays animatable without an Attribute Transfer.
BordersWhat happens to open borders. Preserve (the default) keeps every border vertex on the border line but lets the border thin out as it is reduced. Lock keeps every border vertex exactly where it is, so a cut edge or a hole rim never changes; the reduction stops early if only border edges are left and says so. Weight keeps the vertices on the line and makes edges along the border cost Border times more to remove, so the rim thins last.
BorderApplies in Weight mode only. 1 removes border edges as readily as any other. A higher value holds them until the edges around them have grown by about the square root of it: 10 delays the rim's thinning until the surroundings are three times coarser, 100 keeps the whole rim for the whole reduction. 0 lets border vertices leave the line as if the border were plain surface.
SeamsHow strongly UV seams and creases are kept. 1 is the usual behaviour: creases stay on their line and thin out; UV seams are not treated specially. Above 1, UV seams join the creases on their line, and edges touching either cost that many times more to remove, so texture boundaries and sharp edges survive longer. 0 lets creases be smoothed away. With the Curvature strategy on, the two weights multiply.
MaterialsHow strongly the boundary between two materials is kept. 1 leaves it alone. Above 1 the boundary line is held in place and edges touching it cost that many times more to remove, so a two-tone model keeps a clean division. With the Curvature strategy on, the two weights multiply.
SymmetryKeeps a mirrored model mirrored through the reduction. Pick the plane the two halves mirror across (the YZ plane for most characters and vehicles: left and right), or Auto to let the node find it; the position of the plane is always found on its own. Every vertex with a mirror image is then reduced together with it, vertices on the mirror plane stay on it, and parts without a mirror image (a sword in one hand) are reduced on their own. The node says which plane it found and what share of the vertices had a mirror; if too few do, it says so and reduces without symmetry. The Inspector reports the symmetry of a loaded model before you decide.
ToleranceHow far apart two vertices may be and still count as mirror images, as a fraction of the model's size. The default (0.0001, a hundredth of a percent) accepts the rounding every export leaves behind and nothing looser. Raise it only for a model whose halves are slightly uneven; a tolerance close to the spacing of the vertices pairs the wrong ones.

Used in drafts: Reduce Reduce & Bake Retopo Platform targets

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LOD Set

#

Build every level of detail in one go, each defined by the on-screen size it will be judged at, with the textures and skin carried onto all of them, or vertex colours on the far ones. Save Model writes the set the way Unity and Unreal import it.

Inputs

InputWhat to wire
ModelThe model the levels are built from. The node's output is its most detailed level, so any node wired after it keeps working on the full model.
Original (optional)The model whose UVs, textures, colours, skin weights and morph targets every level receives. Wire the Load Model here when the model input has been through a repair or remesh step that rebuilt the surface. Left empty, the model itself is the source.

Parameters

ParameterWhat it does
LevelsHow many levels of detail to build, the most detailed one included. Four is what game engines expect by default. The set stops early when a level could not be reduced further, and the console says so.
Screen pxHow large the model appears where the first level will be used, in pixels across its bounding box diagonal. Every following level is judged at a smaller size, so distant copies can lose far more faces than a hero asset filling the screen.
RatioThe size factor between consecutive levels. 0.5 means each level is shown at half the size of the previous one, so 1000 px becomes 500, 250 and 125 px. A smaller ratio reaches lighter levels sooner.
Error pxHow much visible change is acceptable at each level's screen size, in pixels. 1 keeps every change under a pixel at that size; 2 or more allows lighter levels.
Keep originalKeep the input unchanged as the first level, as engines expect the authored mesh to be. Turn it off to reduce the first level too, at the screen size above.
Vertex coloursFrom the chosen level on, every level leaves out its textures and UVs and carries the model's colour on its vertices instead, so distant levels stay light and keep their look. The colour always comes from the original model, so it does not drift from one level to the next. Off keeps the textures on every level, and the first level is never changed.
PreviewWhich level the viewer shows while this node is selected, so far levels can be checked at the size they will be judged. A display choice only: the node's output and everything saved stay the same.
BordersWhat happens to open borders on every level: Preserve keeps border vertices on the border line, Lock keeps every border vertex in place on every level, Weight makes edges along the border cost Border times more to remove.
BorderApplies in Weight mode only, to every level. 1 removes border edges as readily as any other; a higher value holds them until the edges around them have grown by about the square root of it; 0 lets border vertices leave the line.
SeamsHow strongly UV seams and creases are kept on every level: as Decimate's Seams, applied to each level's reduction.
MaterialsHow strongly the boundary between two materials is kept on every level: as Decimate's Materials, applied to each level's reduction.
SymmetryKeeps a mirrored model mirrored on every level: as Decimate's Symmetry, applied to each level's reduction. Each level finds the mirror plane on its own input, so a set that starts symmetric stays symmetric all the way down.
ToleranceHow far apart two vertices may be and still count as mirror images on every level, as a fraction of the model's size. As Decimate's Tolerance.

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Remesh

#

Rebuild the surface with well-shaped triangles at a target count, either uniform or denser where the shape curves.

Parameters

ParameterWhat it does
StrategyHow the new triangles are distributed. Uniform gives one size everywhere; Curvature packs them tighter where the surface bends, keeping detail at the same budget. The Local method has no adaptive spacing and will warn.
MethodWhich remesher runs. Local edits the existing mesh in place and stays closest to the original. Global rebuilds it from scratch for the most even result. Hybrid combines the two: it stays close to the original where detail matters and evens out the rest.
TypeWhat the remesh aims for. Fixed uses the face count verbatim; Percentage keeps that share of the input's faces, so one setting works on any model. Max deviation finds the fewest faces that keep the shape within the error you allow, and Screen size the fewest that look the same at the size the model is shown. These two try a few densities, so they take longer than a fixed count.
FacesTarget triangle count. The result lands at or below this number, never above it.
PercentShare of the input's faces to keep. 50 targets roughly half the original triangle count.
Error %The largest change allowed in the surface, as a percentage of the model's size (its bounding box diagonal). Being relative, the same value works at any scale. Raise it for lighter results, lower it to keep fine detail.
Screen pxHow large the model appears where it will be used, in pixels across its bounding box diagonal. A model seen small can use far fewer faces than one that fills the screen.
Error pxHow much visible change is acceptable at that screen size, in pixels. 1 keeps every change under a pixel.
BonesFor a rigged model only. The new surface takes its skin weights and blend shapes from the original, and wherever the remesh then merges vertices that follow different bones the joint between them blurs, so those merges are made more expensive and happen last: 1 is the default, higher protects joints more, 0 turns the protection off. The saved file stays animatable without an Attribute Transfer.
BordersWhat happens to open borders wherever the remesh collapses edges. Preserve (the default) keeps border vertices on the border line but lets the border thin out. Lock keeps every border vertex of the stage's input in place. Weight makes edges along the border cost Border times more to remove, so the rim thins last. The remeshing passes themselves keep borders by provenance.
BorderApplies in Weight mode only. 1 removes border edges as readily as any other. A higher value holds them until the edges around them have grown by about the square root of it. 0 lets border vertices leave the line as if the border were plain surface.
SymmetryKeeps a mirrored model mirrored through the remesh, with any method. The node finds the plane (or takes the one you pick: the YZ plane for most characters and vehicles, left and right), cuts the model on it, remeshes one side exactly as it would the whole model, then mirrors that side onto the other and welds the two along the plane. The result is exactly symmetric by construction. Whatever detail on the discarded side had no mirror image is replaced by the kept side's mirror, and the node says how many vertices that was. A rig is not carried through a mirrored remesh; add an Attribute Transfer after this node to bring it back.
KeepWhich side of the mirror plane is remeshed and mirrored onto the other. Positive is the side the plane's normal points to (+X for the YZ plane, +Y for XZ, +Z for XY), negative the opposite. Pick the side whose detail you want to keep: the other side's own detail is replaced by the mirror.
ToleranceHow far apart two vertices may be and still count as mirror images, and how close to the plane a vertex must be to count as lying on it, both as a fraction of the model's size. The default (0.0001) accepts the rounding every export leaves behind and nothing looser.
SeamsHow strongly UV seams and creases are kept. 1 is the usual behaviour: creases stay on their line and thin out. Above 1, UV seams join the creases as feature curves, which Global and Hybrid keep while rebuilding and every collapse stage holds on their line, and edges touching either cost that many times more to remove. 0 lets creases be smoothed away. With the Curvature strategy on, the two weights multiply. The Local method keeps creases only.
MaterialsHow strongly the boundary between two materials is kept. 1 leaves it alone. Above 1 the boundary becomes a feature curve: Global and Hybrid keep it while rebuilding, every collapse stage holds it on its line, and edges touching it cost that many times more to remove. The Local method cannot keep it.

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Relax

#

Even out vertex spacing without pulling the surface off shape. A finishing pass for lumpy triangulations.

Parameters

ParameterWhat it does
RelaxationNumber of passes that even out vertex spacing without pulling the surface off shape. Higher values give a more regular mesh but blur small detail.

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Smooth

#

Seven smoothing filters, from plain Laplacian to edge-preserving bilateral. Pick the noise-versus-shape trade-off you want.

Parameters

ParameterWhat it does
FilterWhich smoothing filter runs. Each one trades noise removal against how much of the original shape and volume it keeps. See the individual filter entries below.
IterationsHow many smoothing passes to run. Each pass is a full sweep over the mesh, so more means smoother and slower. Most filters also shrink the model slightly as they go.

Options

FilterWhat it does
Laplace (cotan)Cotangent-weighted Laplacian: each neighbour is weighted by the mesh's own triangle geometry, so it respects element shape and shrinks the model least of the Laplacian variants. The general-purpose default.
Laplace (std)Uniform-weight Laplacian: every neighbour counts equally. The plainest and fastest filter, but it drags vertices toward densely triangulated areas and shrinks the model more.
BilateralEdge-preserving smoothing: neighbours are weighted down the further they sit from the local surface, so noise is removed while genuine sharp edges survive.
TaubinAlternating shrink and un-shrink passes that cancel each other out, giving Laplacian-quality smoothing with almost no volume loss. Use when the model's size must not drift.
Mean curvatureMoves each vertex along its normal in proportion to mean curvature, flattening bumps and hollows. The most aggressive at removing shape rather than just noise.
MedianReplaces each vertex with the median of its neighbourhood rather than the average, so isolated spikes vanish outright while edges stay put.
Preserve NormalsSmooths facet noise while detected creases stay exactly where they are. The best choice on voxelized or boolean output.

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RetopologyFrom triangles to animation-ready quads.

Quad Mesher

#

Field-aligned quad retopology in the browser: clean, animation-friendly quads from scan, sculpt or AI-generated triangles.

Parameters

ParameterWhat it does
ScaleMultiplier on the quad size derived from the input. 1 matches the input's density; 2 makes quads twice as long, so roughly a quarter of the polygons. Only coarsening is allowed.
Adaptive scalingPlaces smaller quads on thin parts (chair legs, fins, thin walls) so they keep enough quads to exist. It never coarsens beyond Scale, and models with nothing thin are unaffected. Uniformly thin objects (a bat, a wire chair frame) are better served by denser input instead.

Used in drafts: Retopo

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UVs & TexturesUnwrap, transfer and bake appearance.

Generate UVs

#

Unwrap the model into a fresh UV atlas, the prerequisite for baking and texturing a model that has none.

No parameters: wire it in and it runs.

Used in drafts: Generate UVs

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Attribute Transfer

#

Carry UVs, textures and vertex colours from the original model onto its processed copy. Repair without losing the look.

Inputs

InputWhat to wire
Target modelThe processed mesh that receives the attributes. Wire the end of your remesh or decimate chain here. Its geometry is what comes out of the node.
Original modelThe original, unprocessed mesh the UVs, textures and colours are read from. Only used as a reference: its geometry is not part of the output.

Parameters

ParameterWhat it does
Reuse UV islandsWhen baking, keep the source's UV islands (familiar layout, more seams) instead of generating a fresh, tighter, fewer-island atlas. Both bake the same appearance.
Consolidate materialsMulti-material only: fold every baked material into ONE material + one merged atlas (a single draw call). Trades a little atlas sharpness for fewer draw calls; leave off to keep one material per source material.

Used in drafts: Fix & Clean 3D Print Prep

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Bake

#

Bake normal, occlusion, curvature, height and thickness maps, or vertex colours, from a high-resolution source onto a low-poly target.

Inputs

InputWhat to wire
Target modelThe low-resolution mesh the maps are baked onto. It must carry a UV set. Add a Generate UVs node before this one if it doesn't.
Original modelThe high-resolution mesh whose surface detail is captured into the maps. Only used as a reference: its geometry is not part of the output.
Cage (optional)Optional: an offset shell around the target (wire a Concave Hull of the target). Each texel then projects only as far as the shell: tight in crevices, generous over raised detail. Leave unconnected to use Max distance.

Parameters

ParameterWhat it does
NormalBake the high-to-low normal map: the source’s surface detail (including its own normal map) re-expressed in the target’s tangent frame.
OcclusionBake ambient occlusion: hemisphere rays against the source at every texel. White = open, black = occluded.
CurvatureBake surface curvature: convex edges white, concave cavities black. Exported as a sibling image (no glTF slot).
HeightBake the signed distance between target and source along the normal, mid-grey = coincident. Exported as a sibling image (no glTF slot).
ThicknessBake shell thickness (inward rays): black = paper-thin, white = thick. The map subsurface shaders expect. Exported as a sibling image (no glTF slot).
Vertex coloursBakes the source's colour, its textures and material colours together, onto the target's vertices instead of into a colour texture, with its transparency when the source has any. The colour texture is then left out, because renderers combine the two. With every map above off the target needs no UVs and nothing is laid out, which makes this the quick choice for far levels of detail and for engines or printers that read vertex colour. GLB, glTF and PLY keep vertex colours; OBJ, STL and OFF do not.
ResolutionTexels per atlas side. Each size up takes about four times longer to bake. Models with several materials will likely need 2048 for good quality. Auto matches the target's existing atlas when one is there (otherwise it follows the source's texture density): choose it when repeated bakes need to stay texel-aligned.
Max distanceHow far each texel may search for the source surface, as a fraction of the target's bounding-box size. Too small leaves unbaked gaps; too large picks up the wrong surface across thin parts. Ignored when a Cage is connected.
Normal formatWhich way the normal map's green channel points. OpenGL (+Y) is the glTF convention; pick DirectX for engines that expect the flip.

Used in drafts: Reduce & Bake Platform targets

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Volume & HullsRebuild shapes through volumes and hulls.

Voxelize

#

Rebuild the model from a voxel grid. Anything becomes solid and watertight, whatever the input's topology.

Parameters

ParameterWhat it does
IsosurfaceHow the surface is rebuilt from the voxel grid. Smooth rounds everything off, Sharp recovers hard edges and corners, Voxel keeps the blocky grid faces.
ResolutionVoxels along the model's longest side. This sets the finest detail the result can hold: anything thinner than one voxel disappears. Cost grows roughly with the cube of this number.
DilationGrow the shape outward by this many voxels before the surface is extracted. Closes small gaps and thickens thin walls.
ErosionShrink the shape inward by this many voxels before the surface is extracted. A dilation followed by an equal erosion closes holes while keeping the original size.
Remove sliversEliminate the thin, degenerate triangles that surface extraction can leave behind.

Used in drafts: 3D Print Prep

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Convex Hull

#

The tightest convex shape around the model: instant collision proxies and bounding geometry.

No parameters: wire it in and it runs.

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Concave Hull

#

A shrink-wrapped shell offset outward from the surface, for bake cages, shells and simplified covers.

Parameters

ParameterWhat it does
Offset %How far the shell is pushed outward from the surface, as a percentage of the model's longest bounding-box side. Being relative, the same value works at any scale.

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Visual Hull

#

Remove every face that can't be seen from outside. Strips the internal geometry that scans and AI generators leave behind.

Parameters

ParameterWhat it does
SnapshotsHow many viewpoints the model is looked at from. A face never seen from any of them is culled. More viewpoints means fewer faces wrongly removed, and a slower run.
ResolutionPixel size of each viewpoint render. Higher catches small faces a coarse render would miss, at a proportional cost in time.

Used in drafts: 3D Print Prep

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UtilitySmall helpers around the pipeline.

Scale To Size

#

Scale the model so its longest side comes out at an exact millimetre size. This is what makes a print the size you intended.

Parameters

ParameterWhat it does
Size (mm)Target length of the model's longest side, in millimetres. The whole model is scaled uniformly to match. This is what makes a print come out at the intended size.

Used in drafts: 3D Print Prep

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