Tools / Mesh

Repair it, reshape it, texture it, print it.

The Mesh tab is everything you do to a scan mesh before, or instead of, surfacing it. Plenty of jobs start and finish here: clean the scan, close its holes, shape it, give it a texture, and export it for a printer or for someone else's CAD.

Scan module

Clean up a scan

From raw scan to sound mesh.

A typical clean-up runs Repair, then Strays, then Fill, then Smooth, and Reduce if the scan is heavy.

Repair

Every defect, one step

Repair analyses the mesh and paints every defect it finds on the model, each kind in its own colour: self-intersections, bad edges, faces wound the wrong way, loose pieces, holes and spikes, with hidden tunnels through the solid closed as the repair runs. Untick a kind to leave it alone, protect an area by selecting it, and apply the rest as one Undo step.

  • Limits for each kind: the largest hole to fill, the largest loose piece to remove, how sharp a spike must be.
  • Grow and Shrink widen or narrow everything painted, a row of faces at a time.
  • After Apply it analyses again and repaints, so you can see what is left.
  • SafeNothing changes until you press Apply repairs

Strays

Floating bits, gone

Every loose island smaller than a limit you set is shown in red before anything is deleted: a share of the whole surface (0.1% to start) or an area in square millimetres. Drag the limit and the red follows; add to it or take some away by hand, then delete it all in one step.

Fix Intersections, Fix Normals

Two quick repairs

Fix Intersections rebuilds any place where the surface passes through itself, removes scraps buried inside the part, and joins closed shells that run into each other into one outer skin. Fix Normals makes every face point the same way, facing out, or flips just the faces you select. Each is one click and one Undo.

Fill, Fill All

Holes, closed properly

Click a hole's rim and it fills straight away, then click the next. Or let Fill All mark every hole it will fill, add or take out rims, and fill them together; the scan's outer edge is left open. Choose how each patch is shaped:

  • Reconstruct rebuilds a sharp edge the scanner clipped, extending the walls round the hole until they meet.
  • Smoothest carries the curvature across, for a dome or a fillet, and feathers the surrounding triangles in.
  • Tangent continues the direction of the surface round it; Flat is the safest on noisy scans.
  • Partial fills close only part of a gap, and a bridge splits an awkward hole in two.
  • MeasuredFill All closed 47 holes in a 1.4 million-triangle scan in about two seconds

Smooth, Smooth Brush, Remove Spikes

Noise out, shape kept

Smooth relaxes the whole scan or a selected area, and no point ever ends up further than the limit you set from where it started (0.1 mm to start). Long sharp edges, such as cylinder rims, can be protected, and are shown in magenta so you can see which. Smooth Brush smooths only where you drag, and Remove Spikes finds only the spikes and settles them or cuts them out, leaving everything else alone.

Reduce

Lighter, not worse

Bring a heavy scan down to a triangle count or a percentage. Curvature-aware reduction spends the triangles on detail, more round curves and sharp edges and fewer on flat areas, and any collapse that would fold or tear the mesh is refused. It works on a selected area with its rim held, on several models in turn, and on point clouds.

Remesh

Clean, even triangles

Rebuild the mesh with evenly sized triangles and keep its shape: every moved point goes back onto the original surface, and sharp edges can be pinned so remeshing can't round them away. Follow curvature uses smaller triangles round detail and larger ones on flat areas. Use it before sculpting or smoothing, or to tidy a scan of long, thin triangles.

Select, cut and trim

Take exactly the part you want.

Select

By what it is, not by drawing round it

Select a whole connected piece, every open edge, the sharp regions, the parts thinner than a thickness, an area of one colour, the areas within a distance band of another mesh, or pieces hidden inside the part, like a scanner's ghost skin or a captured bit of the table. Grow or shrink the selection, then hand it to another tool.

  • Eight drawing tools as well: polygon, lasso, spline, brush, circle, rectangle, angle fill, and shape fill, which takes the whole plane, cylinder, sphere or cone you click.
  • Select through the part or only what you can see, and front faces, back faces or both.

Slice

Cut it, or cut it to print

Cut a mesh in two with a world plane, a plane drawn on screen, a spline or straight lines drawn across the view, or round a selected area. Keep both halves as separate bodies, or see the side to delete in red before it goes. Plane cuts cap the opening, so each half stays closed.

  • Fit a printer's build volume: give it your printer's usable size (250 × 210 × 220 mm to start) and the part is cut into the fewest even pieces that fit, each cut placed where the cut face is smallest.
  • Pegs on one face with matching holes in the other, or holes in both faces and loose dowel pins made as bodies of their own.
  • Set the joints per face, their diameter and length, and the fit gap: 0.2–0.4 mm suits most FDM printers.
  • Pieces may be turned to lie the way that fits the bed best, or kept the way up they are.
Try it in 3D

Trim

Along a curve you draw

Draw a smooth curve on the mesh from one edge to another, round a closed loop, or on through a hole, then delete one side or keep both as separate meshes. The first and last points snap onto the edge, so the cut starts and ends exactly there, and the side to delete shows red until you complete the trim. Draw several curves and they are cut together; tick Cut through all layers to carry the cut straight through the part.

Defeature, Defeature Brush

Badges, bolts and dents, gone

Remove a detail and fill the area with a smooth continuation of the surface round it. Defeature works on the triangles you select, in one key press. Defeature Brush lets you paint over the detail, and removes and rebuilds it when you let go, each stroke its own Undo step.

Boundaries

Clean edges on open scans

Scans end in ragged, saw-tooth edges. Boundaries smooths an edge, a whole rim, part of one or every rim at once, with a live green preview, and can add triangles into the gaps and feather the repair into the scan. Or lay a rim onto a best-fit circle or slot, sized to the opening or to the figures you type. The openings stay open.

Reshape

Change the shape itself.

Sharpen

Put the edges back

Scanning rounds off sharp edges. Trace one by clicking along it, and the faces either side are rebuilt across a band you set so they meet exactly on your line; the angle they now meet at is reported. Or sharpen every edge the mesh already suggests in one go: points go back to where the flat areas round them meet, and chamfers are kept.

Radius

Round an edge to a size

Round a mesh's sharp edges to a set radius, the way a ball of that radius rolling along the edge would: outside corners are rounded off, inside corners filled in. Click an edge for the run through it, or a face for the loop of sharp edges round it, preview, then accept.

Sculpt

Shape it like clay

Shape the mesh by hand with eleven brushes: Standard, Clay, Inflate, Move, Smooth, Flatten, Pinch, Crease, Dam standard, Radius, which rounds an edge as you run along it, and Restore scan, which pulls the surface back towards the original file.

  • Mirror every stroke across one, two or three planes at once.
  • Fence the brush into areas you draw, and stop strokes before they cross a surface behind.
  • Cap how far sculpting may move the surface from the original scan.
  • Focus on a selected area of a dense scan for much quicker strokes; it is stitched back when you finish.
  • UndoEach drag is one step
Try it in 3D

Offset, Shell

Move the surface, or hollow the part

Offset moves the whole surface, or a selected area, outwards or inwards by a distance; spurs in the view show where it will move before anything changes. Shell hollows a watertight mesh to a wall thickness, with a direct or a smoothed cavity, previews it see-through and gives the cavity's volume. Both check the result for folds and name any places where the part is thinner than the distance.

Shrinkwrap

Watertight, ready to print

Drape one simple, closed skin over a messy scan: holes, overlapping shells, loose bits and all. The result is watertight, evenly meshed and faces the same way throughout, ready to print or to use as a clean base. It works on point clouds too. The triangle size sets the detail, and a looser wrap bridges wider missing areas.

Mirror

Exactly symmetric

Cut the part at a plane, mirror one side and stitch the halves into one mesh, or keep them apart. Fit to the part moves and tilts the plane to where the part is most nearly symmetric, counting only areas that mirror onto something like themselves, so a feature on one side doesn't pull it off. A scan that stops short of the centre line is bridged across, and the result is always exactly symmetric.

Bump Map

Texture as real geometry

Raise or sink a texture into the surface as real geometry, ready to print: leather, wood, brick, stone, knurl, hexagon, weave, diamond plate, sand, or a picture of your own. It works on the whole mesh or just the triangles you select, and holds the texture back only where its full height would fold or cross the surface.

See Bump Map in 3D

Scale

The right size

Make a mesh, a point cloud, a surface or a solid bigger or smaller. Pick a unit correction for a part that came in at the wrong size (read as millimetres but drawn in inches: × 25.4), or stretch a mesh or cloud by a different factor in X, Y and Z. It scales about the part's centre, its base or the world origin, as one Undo step.

Colour and texture

Make it look like the real thing.

Project Image

Photos onto the model

Put photographs onto a mesh as its colour. Click a spot on the model and the same spot in the photo, three times or more, and the photo is lined up and projected, with the typical and worst error of the fit reported. A plain background is removed, colour is evened out across several photos, and faces turned too far from the camera are left alone. For precise work, use a calibrated camera with its lens distortion.

Colour, Texture Pixels, Texture Adjust

Paint and retouch

Colour paints the colour stored at the mesh's points: paint, erase, smudge, fill a connected area of similar colour, or pick a colour off the mesh. Texture Pixels edits a mesh's texture image where you click on the model: paint, blend, clone from one place to another, or heal a mark or a reflection from the pixels round it. Texture Adjust changes exposure, contrast and white balance across all of a mesh's texture images at once, even very large ones.

Convert and compare

Know exactly how far off it is.

Compare

Live deviation, reports, compensation

Choose a reference and a sample, each a mesh, a point cloud or the Design model, and the sample is coloured by its distance from the reference, live, so you can carry on editing and watch the map change. The panel gives the RMS, the mean, the worst deviation and the share within your tolerance.

  • The full report measures both ways, with the median, 95%, 99% and maximum, steps you through the points outside tolerance, and selects them for other tools.
  • Build a corrected copy to correct a mould or a print for distortion, with the error before and after and an independent re-measurement to confirm it.
  • Export a printable HTML or PDF report with the part, operator and serial number you give it, a JSON result, or CSV samples.
  • Save a point cloud or section comparison as an archive and check it again later.
Try it in 3D

Compare Sections

Compare the cut

Cut the reference and the sample with planes and compare their sections. Whiskers run from one section to the other, coloured by the deviation and magnified as much as you like. Drag a plane to move it, add as many as you need, and see them all at once.

Thickness

Wall thickness, mapped

Colour a mesh, a point cloud or the Design model by how thick its wall is, measured straight through from every face, against a nominal thickness. It reports the thinnest, thickest, mean and median wall, and measures again as you edit.

Mesh to Cloud, CAD to Mesh

Change what you have

Mesh to Cloud samples a mesh into a point cloud, normals and colour included. CAD to Mesh facets the Design solids and surfaces you select into mesh copies, as finely as you set, and leaves the bodies as they are. To make one mesh from point clouds, use Fuse on the Align tab.

Print it as it is, or make it CAD.

Export the mesh as STL, 3MF, OBJ, PLY or glTF, or turn it into exact NURBS surfaces and solids on the Surface tab.