About this Document
Remeshing is the process of reconstructing a high-poly input mesh whilst targeting an extremely low polygon count. UVs are generated and surface details and textures are automatically baked in the process. InstaLOD's multi-resolution remesher is fast, memory-efficient, and can easily handle big data inputs with multiple millions of polygons.
This knowledgebase article is focused on the default 'Reconstruct' mode. For more information on the 'Optimize' mode, please navigate to the following article: Remesh Optimize Mode.
InstaLOD's remesher can adapt to the complexity of any given scene or instead be used to target a specific polygon-count.
Fuzzy Face Count Target: Automatically calculates the target polygon count depending on the complexity of the mesh. The following parameters can be used as a rule-of-thumb:
- High: High detail result where users get up close (e.g. VR Applications)
- Normal: Real-time Applications e.g. PC or Console
- Low: Mobile applications
- Lowest: Very low-poly result that will typically be seen from a distance
Maximum Triangles: The maximum number of triangles used for the output model. This is not an "absolute" count, therefore, If a high triangle count is permitted on a simple model, InstaLOD will likely use fewer polygons than the maximum count.
Screen Size in Pixels: Calculates the number of polygons to remove based on the display size of the output model
The surface construction settings determine the details that InstaLOD either models out or models over and bakes down into a normal map instead.
Resolution: The surface detail that InstaLOD models. Low resolutions models over details, High resolutions model out details. Modeled-over surface details are baked into a normal map.
ATTENTION: Resolutions larger than 'High' drastically increase processing times. Only use if necessary
Ignore Backfaces: Ignores the generation of backfaces. Enable if the mesh is not water-tight and has holes. For more information on this feature, please read the following article: Remeshing non-watertight meshes
Distinct Construction: allows individual meshes in the scene to be reconstructed as separate meshes, instead of InstaLOD modeling, and merging meshes together. For more information on this feature, please read the following article: Preserving separate meshes during remesh
Hardsurface Angle Threshold: Sets underlying surface normal shading to smooth if the shading is below the specified threshold
Welding Distance: The welding distance can be used to weld holes on the input geometry. The welded mesh is only used for the surface-construction and is not used during baking. For more information on vertex welding, please read the following article: Vertex Welding
Occlusion Mesh suffix: Adding the mesh suffix allows InstaLOD to model over occlusion geometry without baking it down. For more information on this feature, please read the following article: How to close holes?.
Automatic Occlusion Geometry: Automatically generates occlusion geometry to close smaller holes in the remesh process.
Clipping planes remove any geometry located below them. This is useful to cut geometry, help clean up the mesh, or even prevent the remesher from generating backfaces.
Clipping planes have an infinite width and length and can therefore only be translated and rotated by using the Gizmo or the 'Normal' and 'Distance' parameters. Take caution when working with multiple clipping planes as they can otherwise remove the entire model depending on their position and orientation.
InstaLOD's remesher automatically generates UVs in the reconstruction process so that textures and surface details can be projected and baked correctly onto the output mesh. For more information about UV unwrapping and the individual settings, please read the following article: UV mapping using InstaLOD
InstaLOD's sophisticated baker is capable of baking up to 32k Textures. A large texture stack can be accessed by navigating into the 'Texture Output'.
When adding the 'Bake' suffix to a mesh, InstaLOD will bake the model down instead of trying to model it out. For more information on this feature, please read the following article: Decal Baking with InstaLOD