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The Remesh SOP will change the typology of a model.  This typology is typically intended for triangular topology and not to be used for quad shaped re-meshing.
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In practice, the remesh node is great for creating evenly-spaced topology.  This could be useful for times when you want to paint point attributes evenly across a surface.  This could also be useful for reducing the polycount on certain areas of a mesh.  There's all sorts of situations that can take advantage of the remesh node, and it's good to know about it for times when you want something different from your topology.

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General Parameters:


-- This will isolate the remesh node to a certain area of your mesh

Hard Edges Group:

-- If you want certain edges to remain un-changed, no matter what, then this is where you can specify so.

Harden UV Seams:

-- This will prevent uv boundaries from changing when this goes to remesh.


-- More iterations = more even topology that also gets smoothed more. This also affects how attribute values are distributed along the new points. In practice, it’s best to leave at least a couple iterations there.


-- This determines how much smoothing will occur on the positions of the new points.

Use Input Points Only:

-- This will ensure that the locations of the new mesh will match the locations of existing points.

Detach from Non-Group Geometry:

-- This parameter is only applicable if you’ve specified geometry in the group field. If so, then the new geometry will be detached from the rest of the mesh. NOTE: This will create overlapping points, so be careful when using this parameter.

Recompute Normals:

-- This will, as it says, recompute the normals. For more information about normals, please visit the
Normals Node Bible entry.

Edge Lengths:

-- Uniform = The edges lengths will attempt to be evenly spaced. The target size will determine how big these new triangles will be.
-- Adaptive = This mode tries to add more topology where there is more detail. This does so by examining how quickly the angle changes from one face to the next. The faster the angle changes, the more topology that area gets. You can further control this process through the Control Attribute section.
    -- Relative density will provide an overall density.
    -- Max and min size will set limits on the max and min size of the triangles.
    -- Gradation controls how quickly a low detail area turns into a high detail area
    -- Mesh Size Attribute requires float data. This is asking you, “What size do you want the triangles to be?” This size is in meters, and it will read that size from the point attribute.
    -- Min + Max Size Attribute is an override for the min and max size parameter

Hard Edges:

-- This will export a group of any hard edges

Mesh Size:

-- This is not mentioned in the user documentation, so it’s unclear what this is describing.

Mesh Quality:

-- This is not mentioned in the user documentation, so it’s unclear what this is describing.

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