Runebrace · Mesh Repair Tool

A visual guide to repairing and reducing meshes.

Every repair step, every parameter, and a drawing of what it actually does to your geometry. Read it once and you will know which switches to touch, which to leave alone, and why the order matters.

8 repair steps Applied top to bottom One destructive step, flagged For Artisan Guild print prep
A

How the tool works

Open the panel, run Analyze Mesh to see what is wrong, then enable only the steps you need and press Apply Fix. Steps run in order from top to bottom, so an earlier step feeds the next one. You can save a set of settings as a preset and reuse it on similar meshes.

The golden rule of order

Cleanup steps come first (unite, fix edges, fix faces), then repair (self intersections, holes), then the heavy reshaping (voxel, remesh, reduce). Turning on a later step does not undo an earlier one, it builds on it.

Reach for the least invasive step

Most meshes only need the top cleanup steps. The Voxel rebuild is powerful but destructive, so treat it as a last resort, not a default. If the top steps already make the mesh watertight, stop there.

B

Reading the analysis

After Analyze Mesh the panel lists what it found. These four numbers tell you which steps you actually need. A clean sculpt shows near zero across the board; a mesh that needs a rebuild shows tens of thousands.

Holes
Open boundary loops where the surface is not closed. A model must be closed (watertight) to slice and print. Handled by step 5, Fill Holes.
Degenerate faces
Triangles that are effectively flat lines: zero area, or long and razor thin. They break booleans and slicing. Handled by step 3, Fix Degenerate Faces.
Short edges
Edges so small they add no shape, only weight and numerical noise. Collapsed by step 1 and step 3.
Self intersections
Places where the surface passes through itself. The single biggest sign of a broken input. A few can be relaxed; tens of thousands usually mean a rebuild is needed.
C

The repair steps

Each step below shows what it does and what every exposed parameter controls, with a before and after drawing. The mesh problem is drawn in red, the result in green.

01
Unite Close Vertices

Merges vertices that sit almost on top of each other into a single point. This closes hairline cracks and welds seams that look joined but are actually two separate edges.

Close Distance

The maximum gap between two vertices for them to be welded into one. If two points are closer than this value, they merge. Larger values weld wider gaps but can also pull genuine detail together, so keep it small.

Typical: 0.001 mm. Raise only if visible seams survive.
BEFORE AFTER d d < Close Distance one welded vertex
Fig. 1 · points closer than the threshold collapse into one, closing the crack
Only Boundary

Limits welding to vertices on open edges (the rim of holes and seams), leaving interior vertices untouched. Use it when you want to close seams without disturbing the density of the surface inside.

Off by default. Turn on to protect interior detail.
boundary · welded interior · left as is
Fig. 2 · with Only Boundary on, the rim welds while inner vertices keep their spacing
02
Fix Non Manifold EdgesNo parameters

Repairs edges shared by more than two faces. A clean printable surface is manifold, meaning every edge belongs to exactly two triangles. Where three or more meet, the surface has no clear inside and outside, and the slicer cannot tell solid from air.

Automatic

There is nothing to set. The step finds edges with three or more attached faces and separates them into valid two face edges, so the surface becomes cleanly orientable.

Leave it on. It is cheap and almost always helps.
NON MANIFOLD MANIFOLD 1 edge, 3 faces 2 edges, 2 faces each
Fig. 3 · the shared edge is duplicated so each face pair forms a valid two face edge
03
Fix Degenerate Faces

Removes triangles that carry no real shape: zero area faces, needle thin slivers, and micro edges. These are the usual cause of the degenerate face count in the analysis, and they wreck booleans and slicing.

Critical Aspect Ratio

A triangle's aspect ratio is its longest side divided by its shortest. A healthy triangle is near 1. A sliver can be hundreds or thousands. Any triangle above this value is treated as degenerate and removed.

Typical: 1000. Lower to catch milder slivers.
SLIVER COLLAPSED ratio = long / short > 1000 sliver removed, neighbours kept
Fig. 4 · triangles thinner than the ratio threshold are dropped and stitched over
Tiny Edge Length

Edges shorter than this are collapsed to a point. They add weight and numerical noise without adding shape. This is what clears most of the short edge count from the analysis.

Typical: 0.0003 mm.
edge length < threshold collapsed to one vertex
Fig. 5 · a sub threshold edge collapses, merging its two ends
Max Deviation

A safety cap on how far the surface is allowed to move while fixing a face. The repair will not shift geometry more than this, so real shape is preserved.

Typical: 0.0005 mm. Keep small to protect detail.
Max Deviation repairs stay inside the tolerance band around the original surface
Fig. 6 · the band is the room the fixer is allowed to work in
Max Angle Change

Limits how much a face normal may rotate during the fix. It protects sharp edges and flat facets from being rounded off while slivers around them are cleaned.

Typical: 5°. Raise for more aggressive cleanup.
≤ Max Angle a face may only rotate within this cone, so corners survive
Fig. 7 · the allowed rotation cone keeps sharp features intact
Mode

Decimate removes the bad triangle by collapsing it into its neighbours, keeping the surface continuous. This is the safe default. Other modes trade cleanup strength for how much they may alter the surrounding mesh.

Default: Decimate.
bad face collapsed, surface stays whole
Fig. 8 · Decimate folds the degenerate triangle into the surrounding faces
04
Fix Self Intersections

Separates parts of the surface that pass through each other. It nudges vertices apart until the overlap is gone. It moves the surface to do this, so on a very broken mesh it can visibly change the shape. A handful of intersections relax cleanly; tens of thousands usually point to a rebuild.

Method

Relax smooths and pushes the overlapping vertices apart in small moves. It is the gentlest way to clear intersections without rebuilding, but because it shifts vertices it also softens nearby detail.

Relax is the least destructive option here.
OVERLAP SEPARATED surfaces no longer cross
Fig. 9 · Relax slides the crossing surfaces apart until they clear
Max Expand

How far out from each intersection the tool is allowed to reach when moving vertices. A low value keeps changes tight around the problem; a high value spreads the work over a wider area and deforms more of the surface.

Keep at 1 to protect detail. Raising it deforms more.
Expand = 1 tight, less deformation Expand = 3 wide, more deformation
Fig. 10 · the working radius grows with Max Expand, and so does the reshaping
Relax Iterations

How many smoothing passes to run. Many small passes move the surface less than a few big ones, so raising iterations while keeping Max Expand low is the gentle way to clear stubborn intersections.

Gentle recipe: Max Expand 1, Iterations 5 or 6.
pass 1 → 2 → 3 → n each pass moves vertices a little, converging on a clean surface
Fig. 11 · small repeated passes reach a clean result with minimal distortion
05
Fill Holes

Closes open boundary loops so the mesh becomes watertight. It stretches a triangle patch across each hole. This is what drives the hole count in the analysis to zero.

Max Polygon Subdivisions

How finely the patch that closes a hole is subdivided. More subdivisions let a large or curved hole be filled with a patch that follows the surrounding shape instead of a flat cap.

Typical: 200 to 500. Raise for big curved holes.
OPEN FILLED open boundary loop patch follows the rim
Fig. 12 · more subdivisions let the patch curve to match the surface
Degenerate Band

Adds a thin ring of triangles around the filled hole to blend the new patch into the existing surface, avoiding a sharp lip at the seam.

On by default. Leave it on for smoother joins.
patch blend band the band eases the new patch into the old surface
Fig. 13 · the band removes the hard lip where patch meets surface
06
Auto Rebuild (Voxel)Destructive

Rebuilds the whole surface from a 3D grid of cells (voxels). It guarantees a clean watertight result from almost any input, which is why it fixes meshes nothing else can. The cost is that it resamples everything onto the grid, so fine detail is lost. Use it only when the steps above cannot clear the self intersections.

!

This step replaces your geometry. The detail you keep is decided here, by the grid resolution, before reduction ever runs. If you can make the mesh watertight without it, skip it.

Voxel Size

The size of each grid cell, and the single most important setting for detail. A small cell captures fine features but produces a huge triangle count and uses far more RAM and time. A large cell is light but smooths detail away. This is the trade you are really making when a rebuild looks either bloated or soft.

Smaller = more detail, more RAM. Tune this first, before touching reduction.
large Voxel Size light, detail lost small Voxel Size detail kept, heavier
Fig. 14 · the grid cell decides how much of the original shape survives the rebuild
Auto Voxel Size / Target Voxel Count

With Auto Voxel Size on, you set a Target Voxel Count instead of a cell size, and the tool picks a cell size to hit that budget. Handy for consistent output across meshes of different sizes. With it off, you set the cell size directly, which is more predictable.

Auto for a fixed budget, manual for precise control.
Target count e.g. 50,000,000 auto derived cell size fits the budget
Fig. 15 · Auto turns a triangle budget into the matching cell size
07
Isotropic Remesh

Resamples the whole surface with triangles of one uniform size. It replaces a messy mix of long, thin and tiny triangles with an even grid, which removes the awkward faces that cause boolean and slicing errors and gives later steps a clean base to work on.

Edge Length

The target length for every edge after remeshing, which sets the uniform triangle size. Shorter edges hold more detail but raise the triangle count; longer edges are lighter but coarser.

Typical: 0.30 mm. Match it to the smallest feature you need.
IRREGULAR UNIFORM mixed long and thin faces Edge Length
Fig. 16 · one edge length everywhere, replacing the irregular triangulation
08
Reduce Triangles

Cuts the triangle count while keeping the shape. It is curvature based: it collapses many triangles on flat areas where they add nothing, and keeps them dense on curves and edges where they carry detail. This is the step that brings weight down without visibly hurting the model, and the natural finisher after a voxel rebuild.

Max Error

The largest distance the reduced surface is allowed to drift from the original. It is the one dial that sets the balance: a small value keeps more triangles and more fidelity, a larger value removes more triangles and saves more weight. Because the reduction is curvature aware, raising it thins the flats first and protects curves and edges longest.

Typical: 0.025 mm. Lower to keep detail, raise to shed weight.
BEFORE AFTER uniform, dense everywhere thinned flats, dense curve
Fig. 17 · triangles are spent where curvature lives and saved where the surface is flat
i

Same detail at a lighter weight is only possible up to a point: at a fixed format, detail equals triangle count equals size. Curvature based reduction gives the best ratio there is, but it cannot beat that limit. If a mesh had to be voxel rebuilt first, its detail was already set by the grid, and no reduction setting recovers it.

D

Recommended workflows

Three starting points. Enable the chipped steps, leave the struck through ones off, and adjust from there.

Clean sculpt, just heavy
A well built mesh (near zero issues) that you only want lighter. Do not repair what is not broken.
1–7 repair 8 · Reduce Triangles ·Max Error 0.025 → up
Minor defects, keep the original geometry
Some holes, slivers or a few self intersections, but the surface is worth keeping. Repair and reduce without a rebuild.
1 · Unite 2 · Non Manifold 3 · Degenerate 4 · Relax (Exp 1, Iter 5) 5 · Fill Holes 6 · Voxel 8 · Reduce
Badly broken input, rebuild required
Tens of thousands of self intersections, cracks everywhere. Relax cannot save it, so rebuild and then reduce. Tune Voxel Size for detail before touching Max Error.
1–3 cleanup 5 · Fill Holes 6 · Voxel (tune size) 8 · Reduce (Max Error)