Operation Categories
Repair
Loose: Dissolves Unconnected Geometry.
- Vertices:
Vertices which are not part of an edge.
- Edges:
Edges which are not part of an face.
- Faces:
Faces which are not connected to other faces.
Doubles: Vertices with the same position.
- Max Distance:
Maximum Distance between positions to be considered as same.
Zero Faces: Faces with an area of zero.
- Max Area:
Maximum area of an face to be considered as zero.
Dispensables: Vertices which are connecting two edges by an angle of zero.
- Max Distance:
Maximum angle between two edges to be considered as zero.
Interiors: Faces which are inside the mesh.
Manifold
Remove Non-Manifold Faces: Dissolve faces which have edges connected to more than two faces such as interior faces.
Remove Non-Manifold Verts: Split vertices which are connecting parts of the mesh in a zero volume point.
Wire Geometry: Dissolve edges which are not connected to any faces.
Fill Holes: Fill up holes in the mesh.
- Max Sides:
Only holes with a lower amount of sides will be filled.
Flatten Faces: Flatten faces which vertices are not in the same plane by moving them to match an average plane.
- Factor:
Determines how strong vertices will be moved to make all faces as flat as possible (higher is stronger).
- Iterations:
Repeat the flatten process this number of times (more often makes the faces flatter).
Undistort Faces: Triangulate non-planar faces to create as many planar faces as possible.
- Max Angle:
Triangulate only faces whose normal and any loops normal of the face having a higher angle than this between them (higher values triangulating fewer faces).
Dissolve
Max Angle: Maximum angle at which geometry will be dissolved.
Boundaries: Dissolve edges which are part of one face only.
Protect: Keep edges with certain dependencies or attributes.
- Sharp:
Keep edges marked as sharp.
- Seam:
Protects edges marked as seam.
- UV:
Keep edges which are boundary of UV islands.
- Materials:
Keep edges which delimit two different assigned materials.
Topology
Type: Type of topology which the mesh will be converted to.
- Tris:
Triangulates all faces.
Methods: Which algorithm to choose for triangulation.
- Quad Method:
Method which will be used for the quad to triangle computation.
- NGon Method:
Method which will be used for the ngon to triangle computation.
- Quads:
Converts faces to quads if possible.
Compare: Keep edges with certain dependencies or attributes
- Max Face Angle:
Dissolve only edges with lower angles between their adjacent faces to create quads (higher values creating more quads).
- Max Shape Angle:
Only try to convert to a quad if the overall shape change is lower than this angle (higher values creating more quads).
- Sharp:
Keep edges marked as sharp.
- Seam:
Keep edges marked as seam.
- VCol:
Keep vertex colors.
- UV:
Keep edges which are boundary of UV islands.
- Material:
Keep edges which delimit two different assigned materials.
Normals
Recalculate: Recalculate the normal of each face.
- Outside:
Outside of each face is outside of the mesh.
- Inside:
Outside of each face is inside of the mesh.
Auto Smooth: Apply an angle restricted smooth shading.
- Max Angle:
Maximum angle for smooth shading.
Weighted Normals: Add Weighted Normals modifier to your objects.
Objectdata
Remove Double Materials: Merge material duplicates into a single one (by suffix e.g. material_name.001, material_name.002, …).
- Remove Data:
Also destructively delete the duplicates from the file to save memory.
Material Slots: Removes material slots based on a clear method.
- Unused:
Remove unused material slots only.
- All:
Remove all material slots, thus removing all materials from the object.
Vertex Groups: Removes all vertex groups which have no vertices assigned to it.