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. The quad size comes from a target count, or from an edge length when Quad size is set to Edge Length.

Inputs

Mesh Mesh

The mesh to convert; the only geometry source. Required.

Takes: any block that gives Mesh (14 blocks)
Quad size Choice

How the quad size is set: by how many quads there should be, or by the edge length each quad should have.

Target count Number

Approximate number of quads (default 2000, at least 8).

Edge length Number

Wanted quad edge length in mm (default 10), e.g. to match the spacing a pattern on the quads needs.

Creases Choice

Which edges of the mesh are creases, kept as quad edges. From Mesh: the edges the mesh was made with as sharp (Solid to Delaunay Mesh with Sharpen on); a mesh without them is refused. By Angle (default): edges where the faces meet at more than the feature angle, for meshes that carry no creases, such as imports. Off: only open borders.

Feature angle Number

Angle in degrees between two faces above which their edge counts as a crease (default 35).

Advanced (2)
Tolerance Number

Distance in mm (default 0.05) beyond which a warning reports vertices that ended up off the input mesh. It does not change the result.

Adaptivity Yes/No

Vary quad size with curvature. This engine cannot, so turning it on is refused.

Output

Quad Mesh

Used by: any block that takes Quad Mesh (30 blocks)

Properties

Values the block gives besides its output. The editor lists them under Properties, and an input can read one by reference.

Solid Solid

The mesh as a Solid, from its baked signed-distance field.

BoundingBox Bounding Box

The axis-aligned extent of the mesh.

Closed Yes/No

True when the mesh is watertight: it has no open boundary edges.

EdgeManifold Yes/No

True when no edge is shared by more than two faces.

Edges List of Curve

Each distinct mesh edge as a line segment.

FaceCount Number

How many triangles the mesh has.

Oriented Yes/No

True when every triangle is wound the same way as its neighbours.

RemovedPieces Number

How many separate small pieces the block's Remove small pieces took off the mesh it made: pieces with less surface than its Small piece size. Given by Solid to Mesh, Solid to Delaunay Mesh and Remesh (0 where none was removed, or where Remove small pieces is off); not listed for other meshes.

SelfIntersecting Yes/No

True when some pair of non-adjacent faces cross each other.

ShareRemoved Number · %

The volume of the pieces Remove small pieces took off, in percent of the part's: the volume the mesh enclosed before they were removed. Above 1 % the block warns that the part may have fallen apart. Given by Solid to Mesh, Solid to Delaunay Mesh and Remesh; not listed for other meshes.

Tolerance Number · mm

The tolerance the mesh was made at: the largest distance from the Solid's surface it was made within. Given by Solid to Mesh, from its Tolerance or a connected Print Process (Tolerance source says which); not listed for other meshes.

ToleranceSource Text

Where the Tolerance came from: the block's Tolerance (at its default, set, or wired), or a connected Print Process — a third of its Smallest feature, where that is finer. Given by Solid to Mesh; not listed for other meshes.

VertexCount Number

How many vertices the mesh has.

VertexManifold Yes/No

True when the faces around each vertex form one connected fan.

Vertices List of Point

The position of every vertex.

What implicit modeling is

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