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Quadami v0.1.0
Quadami 0.1.0: automatic quad remeshing for Blender 4.2 or newer, as an extension zip with
the remesher program inside. Free software under the GNU GPL, version 3 or later.
What changed
First public release of Quadami, the Blender add-on that began as a fork of Jeremy Hu's AutoRemesher 1.2.0,
and has been substantially rewritten. It is a first release with known limits, not a stable one: read Known limits
below before relying on it.
Compared with AutoRemesher:
- A Blender 4.2+ extension: panel in the 3D Viewport sidebar (N, tab Quadami). The remesher
runs in its own process, so Blender stays usable, Esc cancels and a crash cannot take Blender
down. Modifiers are used as shown in the viewport; the original object is hidden, never changed. - A quality report after every run: quads against the target, non-quads, holes, handles, non-manifold
edges and vertices, flipped and folded faces, empty pieces, missing parts and the time, with
warnings that say what to do. - Quad extraction by libQEx; a built-in fallback extractor takes over for a piece libQEx cannot
handle. - Thin parts survive better: pieces glued along an edge (such as vines on a blade) now go through
libQEx too, and two clean-up passes no longer delete strips about two quads wide. - Repair Folds and Re-run: detects sculpt input folded over itself (twist, rotate, pinch brushes)
and, only when you press it, smooths those spots before remeshing. Off by default. - Reworked rounding and untangling of the parameterization, a map check before extraction, the
output projected onto and relaxed along the input, input cleanup. - A build line at the bottom of the panel names the exact build; it turns red when the add-on and
the remesher inside it come from different builds.
Warnings in the panel
- Holes where the input was closed, non-manifold edges or vertices, empty islands:
shown in red with what to try (user guide §6). - Handles lost or added against the input (a ring's hole closing up, two surfaces joined).
- Missing parts: a part of the input (a vine, a limb, a spike) is more than three quad widths
away from the result, so it was smoothed away or cut off; also islands that came out with far
fewer quads than planned. - Parts thinner than one quad: the share of the surface that is thinner than a quad, with an
estimate of the target that fits a quad across about half of it, and the advice to thicken those
parts. It states a risk: on our test sets most runs it fires on have folds or lost parts there,
but some come out clean. Raising the target to the estimate need not clear it: a higher target
measures the parts more finely and finds thinner ones. - Folded input: N faces in K spots with the Repair Folds and Re-run button.
- Remesh to 200,000+ quads? asks first and shows the memory it needs.
Known limits
- Thin parts (leaves, vines, cloth, blade edges) thinner than about one quad can fold, lose
pieces, or lose their handles (small tunnels close up). The panel now warns, but the fix is yours:
raise Target Quads or thicken the part; the remesher does not yet put smaller quads on thin parts. - Folded sculpt input is where most remaining defects on our test sculpts sit (about three
quarters of them; most of the rest are on thin parts). Fold repair is off by default and leaves
spots it cannot fix safely; folds wider than about 1 % of the model are not detected. - Holes can still appear in closed sculpts, mostly next to folded input; the Holes row shows them.
Very high Target Quads makes them likelier: on our folded test head, no run had holes at 10,000
quads, 2 of 6 at 20,000 and all 6 at 35,000 and 50,000 (2 to 6 holes each). Repair Folds and
Re-run closed them in every run on that head, but it flattens fine detail such as swirls. - A few more folded and flipped faces on thin parts than the 2026-10-22 test build (
0e9bec8):
about +5 % folded quads and +4 % flipped faces on our test sets, in the same few models on Linux,
Windows and macOS. They sit on thin parts that test build deleted and this one keeps (the vines fix),
mostly the sword's ribbons, the human test model and very thin closed shapes; the same change keeps
more pieces and hits the quad count more often. Same advice as for thin parts above. - Thousands of tiny loose parts (chain mail, scattered debris): every piece gets a minimum number
of quads, so the result can have far more quads than the target (about 9.7x on a test model with
4,888 pieces), and some pieces still come out empty (400-429 of those 4,888). Raising Target Quads
does not help here, though the panel suggests it; merge or delete the small parts first. - Openings in open parts (gums, clothes) can close, open or change shape without the Holes
row counting them; it counts only holes in closed parts. - Sliver islands: meshes with long, almost zero-area sliver islands (for example from boolean
operations or scripted cuts) can take minutes and several GB of memory; use Merge by Distance
and Delete Loose first. - The result keeps no UVs, materials, vertex groups, sharp edges, creases or seams. It keeps the
source's parent, transform, collections and smooth or flat shading, and Remesh on a result
remeshes the hidden original (the panel's Source field). - Object scale: a non-uniform scale stretches the quads; the panel warns, but apply the scale
first (Ctrl+A > Scale). - Hard-surface models: sharp edges come out rounded. On Blender's default primitives an edge
loop follows about half to two thirds of a box or cylinder edge from 1,000 quads up (less at
lower counts); a cone's base rim is mostly rounded off and its tip is cut off about one quad deep.
Edges marked Sharp in Blender are not used. Edges of exactly 90° (the cube, the cylinder) sit on the
default threshold: Sharp Edge 89° keeps more of them, but on detailed parts lower angles make more
triangles (user guide §7). No mirror symmetry (remesh one half and add a Mirror modifier), guide
curves or density painting yet. - Large inputs are slow to hand over (the mesh goes through a text file both ways).
- Tried by hand with this release's build on one Linux desktop: a sculpted head, a cube, and a
sword joined from ten parts at 3,000 to 35,000 quads, also with Repair Folds; on one Windows 10
desktop: the cube at 3,000 quads. What the result keeps
(parent, shading, the Source field, the scale warning) is covered only by the automatic tests.
Linux, Windows and macOS all pass the automatic tests in Blender without a window. - Windows: the program is not signed, so SmartScreen may warn before it first runs.
- macOS is experimental and untested: nobody has run this release on a real Mac, and the program
is not notarized, so macOS may block it (user guide §2). Reports from Mac users are welcome. - Version numbers name releases only. Test builds between releases keep this version; tell them
apart by the build line.
Download
Pick the zip for your system. Do not unpack it: Blender installs the zip itself
(Edit > Preferences > Get Extensions, the ⌄ menu top right, Install from Disk..., then
restart Blender). The user guide
explains every setting and warning.
| System | File | SHA-256 |
|---|---|---|
| linux-x64 | quadami-0.1.0-linux-x64.zip |
10fecd1c9cb3627c5f01af52c1a4b0f7a66f64c4a8c50230ccb22b894f47c873 |
| windows-x64 | quadami-0.1.0-windows-x64.zip |
f49d254a19decaadef767abfe04aa90efb39bf8fb7a7522ae461e6f4d2747234 |
| macos-arm64 | quadami-0.1.0-macos-arm64.zip |
c0462512cfd43dc9c054620218bed7cdc56d73ccaa2293e66b0b4b9b01e3ae21 |
- Linux x64: any distribution with glibc 2.28 or newer (the floor of Blender 4.2 itself; e.g.
Ubuntu 20.04+, Debian 10+, Fedora 29+, RHEL/Rocky/Alma 8+). Built on AlmaLinux 8, checked to need
nothing newer. - Windows x64: Windows 10 or 11. The remesher is not code-signed. Blender unpacks it itself, so
Windows SmartScreen should not ask; if your antivirus quarantinesautoremesher-cli.exe, restore it
or build from source. - macOS, Apple silicon (M1 or newer), macOS 11.2+: experimental, untested. It passes the
automatic tests in Blender without a window, but nobody has tried it on a real Mac yet, and the
remesher is not signed or notarized by Apple. Installed through Blender it should run; if macOS
says it "cannot be opened because the developer cannot be verified", see the user guide, §2
(macOS). Intel Macs: build from source.
Check a download with sha256sum -c SHA256SUMS.txt (Linux), shasum -a 256 -c SHA256SUMS.txt
(macOS) or Get-FileHash <zip> (Windows PowerShell), against the table above. To check that a zip
was built by this project's GitHub Actions from the commit below (with the
GitHub CLI): gh attestation verify <zip> -R KajetanMuczynski/quadami.
Build line. The bottom of the Quadami panel shows Add-on build v0.1.0 2a0ef4b 2026-10-27. Put that line in
every bug report.
Source and licenses
Built by GitHub Actions from commit 2a0ef4be40c944a0fac96716d608821c4eee1c55 (tag v0.1.0):
source,
changes since 4a49f82.
Each zip holds licenses/: the GPL (Quadami and libQEx), upstream AutoRemesher's MIT notice
(Jeremy Hu), and the licenses of OpenMesh, oneTBB, Eigen, meshoptimizer, isotropicremesher and
tinyobjloader compiled into the remesher, plus SOURCE.txt naming the source commit.