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Quadami v0.2.0
Quadami 0.2.0: 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
A release with known limits, like 0.1.0, not a stable one: read Known limits below before relying
on it. Your results change against 0.1.0 on most models (cleaner input, sharp edges, fewer crashes),
so a model remeshed with 0.1.0 does not come out the same. Compared with 0.1.0:
- The result keeps the original's data. Under Keep from Original (a collapsed section of the
panel): materials, vertex groups, colour attributes and the sharp, crease and seam
marks, on by default; the UV maps, off by default. The line "Copied from the original: …" lists
what came across (user guide §3). - Messy input is cleaned up first. Pieces that only touch along a seam are welded (Blender's
glTF import, text converted to mesh, an Edge Split modifier), duplicate faces are removed, points
where two parts of the surface share one vertex are split, and paper-thin sliver pieces with no
area are left out. These used to give cracks, thousands of empty pieces, minutes of work or an
out-of-memory crash; on our test meshes they now take seconds. The Input cleanup row says
what was done; your object is never changed. - Follow Marks (next to the settings, Sharp on by default): edges you marked Sharp (or Crease
or Seam, if you tick them) keep a row of quad edges along them, whatever their angle, also on smooth
parts such as a design line or a sphere's equator. On our marked test meshes (Blender's cube,
cylinder, cone, bevelled boxes, spheres) a quad edge follows 69 % of the marked length on average
instead of 34 %, and 90-99 % on the cube and cylinder at 5,000 quads. A model that carries Sharp
marks therefore comes out differently from 0.1.0; untick Follow Marks to remesh without them. The
panel counts the marks, and after a run says how many marked edges it followed. - Edges of exactly 90° (Blender's cube and cylinder) are now kept as hard edges at the default
Sharp Edge of 90°. Before, rounding noise in the coordinates decided it, so a cube moved by a hair
could lose most of its edges; you no longer need 89° for them. - Fewer hangs and crashes. Some inputs made the quad extraction loop forever or crash (a
mosquito model at 2,000 quads, a watch model, a lace model at 3,000 and 10,000 quads); the piece
concerned now goes to the fallback extractor or fails on its own, and the rest of the model is
remeshed. - Less memory: the remesher's peak memory is lower without changing the result, by about 58 %
on a model of 4,888 loose pieces, 23 % on a 2-million-triangle scan and 14 % on a 100,000-triangle
sculpt at 50,000 quads. - Missing parts say why. The warning now names the cause: parts thinner than one quad ("a limit
of Target Quads, not a remeshing error"), separate pieces that got no quads, the edges of
single-sided surfaces, or something else, with what raising Target Quads did on our test models. - Quad Smoothing (Advanced, experimental): Keep Ridges slides the quads along the surface
instead of moving them in 3D, so ridges, swirls and vines stay sharper. Off by default (Standard). - The panel's text wraps to the sidebar's real width instead of being cut off.
Warnings in the panel
New or changed since 0.1.0; the others are as in 0.1.0 (user guide §6).
- Missing parts now comes with one sentence per cause: thin parts ("a limit of Target Quads,
not a remeshing error"; raise Target Quads, 1.5 to 8 times as many brought the parts lost first
back on 7 of 10 test models, or thicken the part), pieces with no quads, open edges of
single-sided surfaces (leaves, petals, cloth), and other, which asks for a report. - Parts thinner than one quad now says it is a limit of Target Quads at the target you asked for.
- "Followed N marked edges (Follow Marks). If you don't want quads along them, untick Follow Marks
and remesh again." After every run that used marks. - A mark on more than half of the edges is left out: on a mesh with over 1,000 edges where one mark
is on more than half of them (what many FBX and OBJ imports carry), that mark is not used, with a
warning in the panel and the result. Also warned: marks too dense for the quads on a part (not used
there), a part remeshed again without its marks because the marked run folded, and marks that are
not an edge of the mesh (ignored). - Input cleanup lists welded seams, removed duplicate faces, split pinched points and left-out
sliver pieces. - "Could not copy data from the original: …": copying materials, groups, marks or UVs failed; the
result itself is fine.
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 says so; raise Target Quads or
thicken the part. The remesher does not put smaller quads on thin parts (tried for this release
and not adopted: it either acted like a higher Target Quads for the whole model or moved the
losses elsewhere). Raising Target Quads need not clear the warning: a higher target measures the
parts more finely and finds thinner ones. - Folded sculpt input is where most remaining defects on our test sculpts sit. 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 and at very high Target
Quads; the Holes row shows them. Repair Folds and Re-run closed them on our folded test
head, but it flattens fine detail such as swirls. - Hard-surface models: edges still come out slightly rounded, with rows of thin quads along them
at times: on Blender's cube an edge loop now follows about 90 % of the edges at 5,000 quads (72 % at
1,000), on the cylinder about 80 % of the rims (74 % at 1,000). A cone's base rim is mostly rounded
off and its tip is cut off about one quad deep; with Follow Marks the cone's rim is followed at
5,000 quads but still rounded off at 1,000. A sharp spike on a sculpt is cut off the same way, and
the Missing parts warning may then say the part is not thinner than a quad and ask for a
report (our sculpted test box; sharp tips are planned for 0.3). The 90° change costs a
little elsewhere on our test sets: a box with a sculpted relief has about 12 folded quads
instead of 4 at 5,000 quads, a rotated mechanical bracket loses a handle at 1,000 quads, a
vine-covered sword more folded faces at 3,000 quads. - The cleanup can join what you meant to keep apart: open borders that lie on top of each other
within about 1/100,000 of the model's size are welded (two sheets with their own vertices lying on
the same side stay apart). It cannot be switched off. Splitting pinched points can add a few folded
quads (a plant model: about 86-89 instead of 80-83 at 3,000 quads), and welding gave a dragon model
65-91 non-quads instead of 2 at 3,000 quads in half of our runs. - Follow Marks: marks that cross other creases at an acute angle, or each other in many short
lines, can fold the quads; such a part is remeshed again without its marks (it then takes about
twice as long or more: Suzanne with marked edges at 5,000 quads took 3.6 times as long). Where
marks are denser than the quads (more than a quarter of a part's planned quad edges), they are not
used on that part. A diagonal loop across a cube's faces is mostly dropped at 5,000 quads. A
followed rim can still step off its line at one spot, with the quad columns next to it bent
towards that spot (Blender's cylinder with its top rim marked, 2,000 quads: all 32 marked edges
followed, no folds or holes; Blender's cone with its base rim marked, 2,000 quads: a few rim edges
step off, no folds or holes); better rims are planned for 0.3. - Very many tiny thin pieces (a wrought-iron gate, wire ornaments) can make the remesher run
for many minutes: on our iron-gate test model at 3,300 and 4,000 quads, some runs had not finished
after 15 minutes, in the fallback extractor. Press Esc to cancel; Blender stays usable. Merging
or deleting the smallest pieces first may help (not measured). - A very dense lace-like piece can now come out with no quads (it is reported as an empty island)
instead of the run taking many minutes or running out of memory. - Copied data: materials, groups and marks follow the new quads, not your borders: a material
border zigzags along the quads, a marked line becomes the nearest run of quad edges, and lines
shorter than about one quad are dropped. UV Maps keeps each face inside one UV island, but on
models with many small islands up to 6 % of the faces come out distorted. Shape keys and face sets
are not kept. - Modifiers are baked in: an enabled Mirror, Subdivision Surface or Armature is applied into the
remesh and is not on the result. - Keep Ridges quad smoothing can leave a few more quads folded over in deep grooves (a swirled
cube: about 6 more out of 3,000), which is why it is not the default. - 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, and some pieces still come out
empty. Raising Target Quads does not help here; merge or delete the small parts first. - Some very thin, complex meshes (for example the public nemetona model) can run
for 30+ minutes or return far more quads than the target; cancel the run and try a higher Target Quads. - 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. - Object scale: a non-uniform scale stretches the quads; the panel warns, but apply the scale
first (Ctrl+A > Scale). 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).
- Against 0.1.0 on our test sets (release check, corpus and closed sets, 6 runs per case on each
platform): nothing crashed, and no case gets a hole or loses a piece on every run. On macOS more
single runs had a hole added or closed (11 of 432 against 3, mostly the human test model at
10,000 quads, also a CAD bracket and the sword). A few validity numbers moved slightly, in
different directions per platform. Folded quads went up by 5 % on Linux, 10 % on Windows and 27 %
on macOS, and non-quads stay under 0.12 per 1,000 faces; on macOS almost all of the added non-quads
come from one case, the vine-covered sword at 2,000 quads with the default Resolution, Quality (34-56
non-quads on 5 of 6 runs instead of none). On Windows and Linux the same sword case comes out more
than 10 % under the target (all 6 Windows runs, 5 of 6 Linux runs; thin ribbons, see Thin parts). - The same input gives slightly different results on Linux, Windows and macOS (each is repeatable
on its own). - Tried by hand on one Linux desktop in Blender 4.5, with a test build of this release's code
(only these notes and the gallery changed after it): a sculpted head at 10,000 quads with both
Quad Smoothing settings, an imported cube at 3,000 quads, a sword joined from several parts at
3,000 and 6,000 quads (the Sharp-marks-left-out and thin-parts warnings), Blender's default cube
at 1,000 and 5,000 quads, converted text at 2,000 (seams welded, no holes), Suzanne with a
material and a UV map (both copied), and a UV sphere with a Sharp equator (followed with Follow
Marks on, not with it off).
No crash, hang or cut-off text. Windows: see below.
Linux, Windows and macOS all pass the automatic tests in Blender without a window. - Windows: this release was not tried by hand. It passes the automatic tests (the remesher's
tests, an install into a real Blender 5.2 that remeshes, the panel check and the release check),
but nobody has run 0.2.0 on a Windows desktop yet; 0.1.0 was tried on one. A fix follows as a
patch release if a problem shows up. 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-0.2.0-linux-x64.zip |
ffb53e3edbae997413af0783a00b6dc1a3edba98f2bc45cfbe630e722825a61a |
| windows-x64 | quadami-0.2.0-windows-x64.zip |
feff2f6cc468dac2b3b7c3b7d765d67b9c85dafa238c75268132176905067cda |
| macos-arm64 | quadami-0.2.0-macos-arm64.zip |
622da7f2ae71bcccf2abdd26b6a1ed9b688fa8e8ae9dcdcf51f8d129877c82b8 |
- 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 v0.2.0 57c19f9 2026-10-28. Put that line in
every bug report.
Source and licenses
Built by GitHub Actions from commit 57c19f9b1cdfe16ba96e1dde8cea6cd54ad14bd5 (tag v0.2.0):
source,
changes since v0.1.0.
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.