VMTKSURFACEREMESHING(1)

πŸ“¦ version 1.5.0, in ubuntu stonking

πŸ’– NAME πŸ’–

vmtksurfaceremeshing β€” okay bestie, this is the vmtk script that takes your surface and remeshes it into quality triangles ✨ it is literally called vmtksurfaceremeshing, no cap.


✨ DESCRIPTION ✨

So the way this works: it's an automatic piping vmtk script, and yes it does its own option parsing πŸŽ€ the vibe is vmtksurfaceremeshing, and what it actually does is:

vmtksurfaceremeshing : remesh a surface using quality triangles πŸ”₯

That's the whole serve. You feed it a surface, you tell it how big/quality you want your triangles, and it hands you back a fresh, slay-worthy mesh. Let's do the options, because there are so many and honestly each one eats.

πŸŽ€ Input arguments πŸŽ€

  • -id Id (str,1); default=0 β€” the script id. It's just here to identify the script, iconic behavior honestly.
  • -handle Self (self,1) β€” a handle to self. Self-care is a handle, keep it.
  • -disabled Disabled (bool,1); default=0 β€” turns off execution and piping. Set it and the whole thing just… doesn't. πŸ’€
  • -i Surface (vtkPolyData,1) β€” the input surface. Your main character.
  • -ifile SurfaceInputFileName (str,1) β€” filename for the default Surface reader, in case you'd rather hand it a file than an object πŸ“
  • -elementsizemode ElementSizeMode (str,1) in ['area', 'edgelength', 'areaarray', 'edgelengtharray']; default=area β€” picks how this thing decides your element size. Area, edge length, or the array versions of either. Choose your fighter πŸ’…
  • -area TargetArea (float,1) >= 0.0; default=1.0 β€” your target area. Bigger number = bigger triangles.
  • -areaarray TargetAreaArrayName (str,1); default=TargetArea β€” the name of the array it reads target areas from, when you're going the array route.
  • -edgelength TargetEdgeLength (float,1) >= 0.0; default=1.0 β€” the target edge length, for when you're sizing by edge instead of area πŸ¦‹
  • -edgelengtharray TargetEdgeLengthArrayName (str,1) β€” same energy as -areaarray, but for edge lengths.
  • -areafactor TargetAreaFactor (float,1) >= 0.0; default=1.0 β€” multiplies your target area. A lil glow-up factor ✨
  • -edgelengthfactor TargetEdgeLengthFactor (float,1) >= 0.0; default=1.0 β€” the multiplier for target edge length.
  • -trianglesplitfactor TriangleSplitFactor (float,1) >= 0.0; default=5.0 β€” controls triangle splitting. Default is a whole 5.0, we love a dramatic default.
  • -maxarea MaxArea (float,1) >= 0.0; default=1e+16 β€” the biggest area allowed. That default is essentially "the sky is the limit," fr fr.
  • -minarea MinArea (float,1) >= 0.0; default=0.0 β€” the smallest area allowed. Floor's at zero, bestie.
  • -iterations NumberOfIterations (int,1) >= 0; default=10 β€” how many iterations of the remeshing. Ten queen.
  • -connectivityiterations NumberOfConnectivityOptimizationIterations (int,1) >= 0; default=20 β€” extra rounds purely for connectivity optimization. Twenty. It's thorough and we respect it.
  • -entityidsarray CellEntityIdsArrayName (str,1); default=None β€” the name of the cell entity ids array. Defaults to None, as in nothing, as in no array, as in she's free πŸ™ˆ
  • -aspectratio AspectRatioThreshold (float,1) >= 0.0; default=1.2 β€” the aspect ratio threshold for the quality vibe check.
  • -minareafactor MinAreaFactor (float,1) >= 0.0; default=0.5 β€” the min area factor.
  • -internalangletolerance InternalAngleTolerance (float,1) >= 0.0; default=0.0 β€” how much internal angle weirdness you'll tolerate. Default tolerance is literally zero, she has boundaries πŸ’…
  • -normalangletolerance NormalAngleTolerance (float,1) >= 0.0; default=0.2 β€” tolerance for normal angle differences.
  • -collapseangle CollapseAngleThreshold (float,1) >= 0.0; default=0.2 β€” the threshold angle at which edges get collapsed.
  • -relaxation Relaxation (float,1) >= 0.5; default=0.5 β€” the relaxation value. Note the minimum is 0.5, so you can't relax any harder than that. Slow down, breathe, hydrate 🧚
  • -exclude ExcludeEntityIds (int,-1); default=[] β€” the entity ids to exclude. Default is an empty list, meaning exclude nobody, everyone's invited to the party πŸŽ€
  • -preserveboundary PreserveBoundaryEdges (bool,1); default=0 β€” keep those boundary edges exactly where they are. Off by default, so if you want your borders preserved you have to say so out loud.
  • -ofile SurfaceOutputFileName (str,1) β€” filename for the default Surface writer. Where your gorgeous new mesh goes 🫢

πŸ¦‹ Output arguments πŸ¦‹

  • -id Id (str,1); default=0 β€” script id again. Yes, it appears in both sections. She contains multitudes.
  • -handle Self (self,1) β€” handle to self, output edition.
  • -o Surface (vtkPolyData,1) β€” πŸ”₯ the output surface πŸ”₯ the remeshed, quality-triangle, main-character result. This is the one you've been waiting for, periodt.

heads up bestie: piping is baked in, so these scripts pass surfaces around between each other like it's a group chat ✨

k byeee, that was vmtksurfaceremeshing from the vmtk crew πŸ‘‘ β€” this page is version 1.5, dated April 2026, and it's filed under VMTKSURFACEREMESHING(1) in the User Commands section. go remesh something gorgeous, ily, you got this πŸ’–πŸŒˆβ­

πŸ“¦ where this page comes from