BD Blender Remesh
Four remesh modes in one node, from voxel soup to quad grids
- mesh
- mesh
- status
AI-generated meshes arrive as triangle soup, and some jobs need a completely fresh surface - uniform density, clean topology, quads instead of chaos. BD Blender Remesh is the pack's general-purpose retopology-adjacent tool, wrapping Blender's remesh algorithms in one node with four modes: SHARP (edge-preserving, for hard surfaces), VOXEL (voxel-based, for organic shapes), VOXEL_HIGH (higher-quality voxel), and QUAD (quadrilateral output).
The important thing to understand: remeshing rebuilds the surface. It doesn't preserve your topology or your UVs - it's the "I don't care about the old mesh, give me a clean new one at this density" tool. Use it when you want uniform topology to start from (then UV-unwrap, bake, decimate from clean), not when you're trying to keep what you have. That's what BD BlenderDecimate is for.
The inputs that matter
- mode - SHARP / VOXEL / VOXEL_HIGH / QUAD. Pick by target: hard-surface props → SHARP; organic characters → VOXEL or VOXEL_HIGH; anything you want to animate or export to a game → QUAD.
- octree_depth (8, range 4–12) - detail level for SHARP/QUAD modes. Higher = finer detail, way more polygons. Each +1 roughly doubles effective resolution.
- voxel_size (0 = auto) - explicit voxel size for VOXEL modes. When it's 0, the node derives it from
target_polys. - target_polys (100k) - target polygon count for the auto voxel size. Lower it for a faster, lighter remesh; raise it for fidelity. This is the dial you'll actually turn.
- sharpness (1.0, range 0–2) - edge sharpness for SHARP mode.
- timeout - Blender processing cap.
Outputs: the remeshed mesh (TRIMESH) + status. Note there's no UV/color preservation here - plan on re-baking colors (BD BakeVertexColorsFromTexture or the color-field path) after a remesh.
Install and the Blender gotcha
Standard pack install:
cd ComfyUI/custom_nodes
git clone https://github.com/BizaNator/ComfyUI-BrainDead
cd ComfyUI-BrainDead
pip install -r requirements.txt
(Or ComfyUI Manager → "BrainDead", restart; ComfyUI must be on the V3 API.) Blender node → the recurring rule: a real Blender must exist. The README claims it's "bundled in lib/" - only the scripts are; the code checks a bundled blender-5.0.1-linux-x64 build, sibling packs (GeometryPack/UniRig), then /usr/bin/blender. Install Blender system-wide or every node in this category fails.
Where people burn time: cranking octree_depth or target_polys way up and then wondering why a "fast" node takes ten minutes - voxel remesh at high depth is brutally expensive. Start low (target_polys ~50k, octree_depth 7) and ratchet up only if the surface is too lumpy. And remember VOXEL_HIGH exists specifically because plain VOXEL output can be rough - if the surface looks faceted in flat areas, that's the mode to try, not a higher depth.
Inputs (7)
| Name | Type | Default | Description |
|---|---|---|---|
| mesh | TRIMESH | — | |
| mode | COMBO | VOXEL | Remesh algorithm |
| octree_depth | INT | 84–12 | Detail level for SHARP/QUAD modes (higher = more detail) |
| sharpness | FLOAT | 1.00–2 | Edge sharpness for SHARP mode |
| voxel_size | FLOAT | 0.0000–1 | Voxel size (0 = auto from target_polys) |
| target_polys | INT | 1000001000–10000000 | Target polygon count (for auto voxel size) |
| timeoutopt | INT | 30060–3600 | Maximum processing time |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| mesh | TRIMESH | — |
| status | STRING | — |