BD CuMesh Quad Remesh
Get actual quads out of a triangle soup
- mesh
- mesh
- quad_obj_path
- status
If you've ever tried to subdivide, rig, or sculpt an AI-generated mesh, you know the pain: it's all triangles, and animation tools really, really want quads. BD CuMesh Quad Remesh is the BrainDead node that fixes that - a GPU dual-contouring remesh that hands you back true quad topology instead of a triangle pile. It's the natural next stop after BD CuMesh Simplify once the face count is sane.
One thing to understand up front: this node gives you two outputs and they're not the same thing. mesh is a triangulated TRIMESH for the ComfyUI pipeline (downstream BD nodes expect triangles), and quad_obj_path is a path to an OBJ file with genuine quad faces - that's the deliverable. It's the quad OBJ you drag into Blender for subdivision, rigging, or animation. Don't wire the TRIMESH output into a rigging tool and wonder where your quads went.
The dials that matter
- resolution (512) - voxel grid resolution; higher = more quads, more detail, more VRAM.
remesh_resolutionin the Simplify node scales likeresolution³, and this is the same deal. - band (1.0) - narrow-band width in voxel units around the surface. Leave it unless you're chasing artifacts.
- project_back (0.9) - how hard the quad vertices snap back onto the original surface. 1.0 = faithful to the source shape, 0 = you keep only the voxel approximation. 0.9 is the sweet spot; drop it if the output looks mushy.
- preserve_sharp_edges (on) with sharp_angle (30°) - the sharp-edge-aware dual contouring kernel. On a mechanical or hard-surface mesh, leaving this on is the difference between crisp edges and rounded blobs.
- filename / name_prefix - naming for the quad OBJ (default
quad_mesh), with optional subdirectory prefix likeProject/Head.
Outputs: mesh (TRIMESH), quad_obj_path (STRING path), and status.
The cumesh caveat (same as its sibling)
This is a sibling of BD CuMesh Simplify and shares its two footguns. cumesh is not installed by the pack's requirements.txt - install it yourself with pip install cumesh (a compiled CUDA package). Without it the node returns ERROR: cumesh not installed. And like Simplify, it's geometry-only: vertex colors don't survive, so do your color passes before you quad-remesh, or accept a clean-colorless mesh and re-transfer.
Installing
ComfyUI Manager → search "BrainDead" → install, then pip install cumesh. Or:
cd ComfyUI/custom_nodes
git clone https://github.com/BizaNator/ComfyUI-BrainDead
cd ComfyUI-BrainDead
pip install -r requirements.txt
pip install cumesh
Restart ComfyUI after the clone.
Where people get burned
Mostly at resolution. A common workflow is: Pixal3D / TRELLIS2 mesh → BD CuMesh Simplify to ~5–50k faces → Quad Remesh for the riggable version. If that last step is slow or OOMs, back resolution down before you touch anything else. And when Blender complains about a "non-manifold" quad mesh, that's usually the project_back or a broken source mesh - run BD Mesh Repair upstream before remeshing, not after.
Inputs (8)
| Name | Type | Default | Description |
|---|---|---|---|
| mesh | TRIMESH | — | |
| resolution | INT | 512128–2048 | Voxel grid resolution. Higher = more quads, more detail. |
| band | FLOAT | 1.00.5–4 | Narrow band width in voxel units around the surface. |
| project_back | FLOAT | 0.90–1 | How much to snap quad vertices back to the original surface. |
| preserve_sharp_edges | BOOLEAN | true | Use sharp-edge-aware dual contouring kernel. |
| sharp_angle | FLOAT | 3010–90 | Dihedral angle threshold (degrees) for sharp edge detection. |
| filename | STRING | quad_mesh | Base filename for the quad OBJ output. |
| name_prefixopt | STRING | Optional subdirectory prefix (e.g. 'Project/Head'). |
Outputs (3)
| Name | Type | Description |
|---|---|---|
| mesh | TRIMESH | — |
| quad_obj_path | STRING | — |
| status | STRING | — |