> ## Documentation Index
> Fetch the complete documentation index at: https://docs.comfy.org/llms.txt
> Use this file to discover all available pages before exploring further.

# RemeshMesh - ComfyUI Built-in Node Documentation

> Remesh Mesh rebuilds a mesh with a clean, uniform tessellation by sampling a narrow-band distance field around the original surface and extracting it with Dual Contouring.

Remesh Mesh rebuilds a mesh with a clean, uniform tessellation by sampling a narrow-band distance field around the original surface and extracting it with Dual Contouring. This normalizes messy, non-manifold, or self-intersecting topology, and is meant to be run before Decimate Mesh to reach an exact face count. Processing runs on the active compute device and the output mesh stays welded.

## Inputs

### Common Inputs

| Parameter | Description | Data Type | Required | Range |
| - | - | - | - | - |
| `mesh` | The input mesh to remesh. | MESH | Yes | — |
| `resolution` | Voxel grid resolution (output density). 256 \~ 100k faces, 512 \~ 1M. For an exact face count, follow with Decimate Mesh. (default: 512) | INT | Yes | 32 - 2048 |
| `sign_mode` | Surface extraction mode. "udf" is robust to messy/non-manifold input; "sdf" produces a clean single surface with QEF (Quadratic Error Function) sharp-feature recovery, but needs consistent winding. Selecting a mode reveals its specific sub-options. (default: "udf") | DYNAMIC\_COMBO | Yes | "udf"<br />"sdf" |
| `band` | Narrow-band width in voxel units. In UDF mode also offsets the surface. (advanced, default: 1.0) | FLOAT | Yes | 0.5 - 4.0 |
| `project_back` | Linearly interpolate vertices toward the original surface (0 = pure DC, 1 = snapped). (advanced, default: 0.0) | FLOAT | Yes | 0.0 - 1.0 |
| `fix_poles` | Collapse valence-3 vertex pairs (DC T-junction artifact). (advanced, default: false) | BOOLEAN | Yes | true / false |
| `smooth_iters` | Taubin smoothing iterations (0 = off). 2-3 cleans DC staircase-like artifacts; higher over-smooth QEF edges. (default: 0) | INT | Yes | 0 - 20 |
| `drop_small_components` | Drop components below this fraction of the largest's face count. 0 disables. (advanced, default: 0.01) | FLOAT | Yes | 0.0 - 0.5 |
| `precluster_max_verts` | Cap input vertex count before the field queries; inputs above this are cluster-decimated to it first. Prevents OOM on huge meshes. (advanced, default: 20,000,000) | INT | Yes | 0 - 100,000,000 |

### "udf" Mode Inputs

These parameters appear when `sign_mode` is set to `"udf"`.

| Parameter | Description | Data Type | Required | Range |
| - | - | - | - | - |
| `qef` | QEF (Quadratic Error Function) dual-vertex placement for sharper edges. (advanced, default: false) | BOOLEAN | No | true / false |
| `drop_inverted_components` | Drop inward-normal (negative-volume) closed components — the UDF inner shell. (advanced, default: false) | BOOLEAN | No | true / false |
| `drop_enclosed_components` | Drop components inside the largest's bbox that fail a point-in-mesh raycast. Disable for legitimate nested parts. (advanced, default: false) | BOOLEAN | No | true / false |

### "sdf" Mode Inputs

These parameters appear when `sign_mode` is set to `"sdf"`.

| Parameter | Description | Data Type | Required | Range |
| - | - | - | - | - |
| `qef` | QEF (Quadratic Error Function) dual-vertex placement (recovers sharp features) vs edge-crossing centroid. (default: true) | BOOLEAN | No | true / false |
| `manifold` | Manifold Dual Contouring: 1-4 dual verts/voxel for multi-sheet cases. Slower. (default: false) | BOOLEAN | No | true / false |

Note: The `qef` option has a different default depending on the selected mode — false in "udf" mode, true in "sdf" mode. When `precluster_max_verts` is greater than 0 and the input mesh has more vertices than this value, the mesh is cluster-decimated down to that target before the field queries. After processing, the node displays the input-to-output face count change on the node (for example, "faces: 1.23M → 200K (-84%)").

## Outputs

| Output Name | Description | Data Type |
| - | - | - |
| `mesh` | The remeshed mesh with uniform tessellation and welded topology. Vertex colors are preserved when present on the input; any UVs, normals, and tangents are not carried over. | MESH |

> This documentation was AI-generated. If you find any errors or have suggestions for improvement, please feel free to contribute! [Edit on GitHub](https://github.com/Comfy-Org/embedded-docs/blob/main/comfyui_embedded_docs/docs/RemeshMesh/en.md)

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