Operation Categories

Every operation category can be enabled/disabled by checking/unchecking it’s header.
It’s also possible to execute them seperated from each other by pressing the Play button right next to the header.

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.