Remesh modifier: sharp mode

Example of the remesh modifier's sharp mode

I’ve noticed that people are often unsure why you’d ever want to use the Sharp mode of the Remesh modifier, rather than Smooth mode.* One simple example is 3D text. Converting 3D text to a mesh will tend to give you lots of skinny triangles; if you want to sculpt or animate the text, a more regular tessellation could be quite helpful. Sharp mode then gives excellent results. The edges of the text are pretty much perfectly preserved, and now you can go add fun things like a Cloth modifier and watch it deform much more smoothly.

Meshes created with the Boolean modifier are another good candidate for use of sharp mode, as can be seen in this old demo video:

* People do correctly understand that the Block mode is mostly a gimmick.

12 thoughts on “Remesh modifier: sharp mode”

    1. Hi,Jonathan,Following your tutorial,when you apply wave moedfiir,slight bump appear in the center of plane in Z direction.Applying the ALT-A to activate animation,your bump in the center of plane eminate ripple wave in all direction outward.In my case,following same steps,my plane just create single jump up and down and stops.I watched few more tutorials and they have the same effect as mine and they just explained creating waves either in X direction and Y direction.I’m not looking something different from your tip.I;m unable to create these ripple waves from center to outward.

  1. This might not be the proper place to address this, but what happened to Ptex? I loved what you did, and then you just kind of stopped.

    Great work on everything!

    1. The Ptex painting tools were largely completed, but it’s not supported by the renderer (neither BI nor Cycles), so Ptex development is suspended until that’s fixed.

  2. Nicholas, can you make a feature to choose the “basic” loops or points to be a starting point of a remeshing process?
    For example – I want to remesh “o” letter.
    I convert it to mesh then go into the Edit mode and choose it’s main loops, assign them to a group (or groups).
    Then select this group in Remesh modifier and that will “tell” Remesh to build bridges between parallel (with some approximation) edges. Or (if the guessing algorythm will be to hard to implement) choose 1st group for all “inside” (or left side) groups and then 2nd group for all “outside” (or left side) groups to create bridges between them. I guess it can utilize the Loops Tools’ algorithms.

    Thank you for you cool modifiers! :)

    1. I don’t think the dual-contouring algorithm is well-suited to tagging features; hopefully at some point we will have additional remeshing algorithms that support that.

      1. I just had a friend who I’d reeerrfd to Blender come up to me and say Hey, you have to check out Blendercookie! And I was like Yeah, I’ve followed that site for a year now, it’s definitely the best Blender tutorial website. Anyway. I want to use two wave modifiers in order to create a skipping stones effect. On a liquid. Is it possible? Please reply mfoxdogg. Thanks for bringing this to my attention, Jonathan.From the week’s inactivity, I assume you’re working on the 10 hour vehicle training series? Can’t wait to get that, think I’ll also do citizen for a month and get previous exclusives, too. -ae

  3. Hi Nick,

    im JD, the one that convinced Tao Ju to give dual contouring code to blender. nice work you did with the code, really cool.

    Since you seem to have a keen interest in the power of DC, have you taken a look at dual marching cubes? its a newer technique developper by the other authors of DC which basically creates a second grid over the basic one and then uses octrees for the marching cube surface generation.

    the main advantage is taht it creates much less polygons than DC does, and it doesnt create the “cubic grid” effect that DC does while still preserving sharp surfaces.

    there is no code available to transform, but if you are interrested, its a nice challenge to create a new implementation from scratch. ehre are two interresting documents on the topic, should you like the challenge.

    best regards,

    1. Hi John, thanks for convincing Tao Ju to contribute the code, it’s much appreciated :)

      I had not heard about dual marching cubes, thanks for the info on that. At present I’m pretty swamped with other Blender work, but hopefully at some point I can work more on remeshing tools (or others might step up to help.)

      Of course, should we happen to get more contributions from the academic folks doing the research, it’ll get priority :)

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