Remesh

This generator's functionality is pretty much described by its name: Remesh. If an object is made a Child object of the Remesh object (hereinafter referred to as Remesher), a second mesh will be created that is as identical as possible to the original object. So what's this good for?

3D shapes can be created in many ways. Generally speaking, the easier and faster complex shapes can be created in 3D, the poorer the mesh quality or edge flow, e.g., Sculpt objects or 3D scanned objects. 3D scanned objects often have a very tight mesh, only made up of triangles.

Good or optimized meshes are at best made up of uniformly-sized quads whose edge flows follow the topology of the object shape, i.e., they have a good edge flow (such meshes are easier to deform). This functionality is referred to as Retopology.

In the same vein, the Remesher attempts to generate the best possible mesh. It can, for example, easily generate the objects on the right in the image below from the mesh on the left (3D scanned object):

From left to right: Scanned original mesh; Remesher with greater and then less mesh density.

Note the primarily square, uniformly-sized polygons that were created and the edge flow that, for example, follows the shapes in the areas of the horse's mouth, teeth and mane.

A slight drawback is that this does not always work as well as in the image above. CAD models in particular or "hard surface models" (technical models) don't work as well as organic shapes. In these cases, mesh holes can result and hard edges can be remeshed imprecisely.

Furthermore, you can use a spline to define an edge flow direction. Details can be found under Flow Splines.

The Remesher in particular is good for use with organic shapes and the following types of objects:

Example: The polygon density of meshes created using the Sculpt feature can be "normalized".
Example: The mesh on the left was created using a Volume Builder and Volume Mesher and was converted to a homogenous mesh (right) using the Remesher.

Vertex-Maps, Vertex Color tags and UV coordinates will be taken into consideration and converted accordingly (whereby the latter will connect existing UV Islands with bordering UV Islands - including the problems that will arise).

While the Remesher is calculation, objects not yet converted will be displayed in light blue, the Viewport will remain reactive and you can navigate through it, if necessary.

Limitation: