Input Streams: Any Mesh Stream
Output Streams: Modified Mesh Stream
The Remesh stage uses a voxel algorithm to generate completely new meshes per individual frame at a varying level of precision. Remeshing approximates the surface based on an invisible, 3d grid. Because of the grid-like nature, details smaller than an individual grid cell will be ignored or fused together, including small holes in the mesh, creases, or fine details like tips of fingers.
Remesh completely builds a mesh from scratch, removing any uvw coordinates, vertex colors, and vertex normals
Depth: The depth setting specifies how many times the voxel grid is subdivided. Each increment of depth doubles the amount of divisions, dramatically increasing the precision of the remeshing process at the expense of performance and memory.
Working with Remesh¶
Remesh completely removes all vertex attributes like Vertex Color or UV maps. In HoloEdit 2021.2, only the Texture Reconstruction stage creates new UVs, so the Remesh stage is recommended with workflows involving MVE capture (such as clips captured from the Mesh Capture Tool or Depthkit unity packages.)
To ensure good results, adjust the Depth setting to capture all important detail in your capture. We recommend running with the default setting, and moving depth by one step at a time until all fine detail is resolved in your capture.