Nodes/ComfyUI libigl/Remesh Blender Sharp (backend)
ComfyUI Node

Remesh Blender Sharp (backend)

Blender sharp remesh — uniform quad-ish topology that keeps its edges

By PozzettiAndrea·Created 10 months ago·Updated 4 days ago· 218
Remesh Blender Sharp (backend)
  • trimesh
  • remeshed_mesh
  • info
octree_depth6
scale0.90
sharpness1.0

The Sharp remesh modifier is Blender's answer to "I want clean, even, quad-ish topology and I don't want to lose the hard edges doing it." This backend runs that modifier headless inside GeometryPack. Where the smooth variant rounds everything into an organic blob, sharp tries to hold onto the creases - think CAD-ish parts, machined pieces, anything with an intentional edge - while still giving you a uniform, sculptable surface.

It's the blender_sharp backend of the Remesh Blender dispatcher (and also available through the main Remesh node). Dev-only in the schema, but that just means you normally select it from a dropdown rather than adding it directly.

How it works

Blender's remesh modifiers rebuild the surface on an octree - an adaptive grid that subdivides where the surface needs detail. Sharp mode adds a sharpness pass on top: after the octree rebuild it runs a smooth-shading analysis that detects edges steeper than a threshold and re-sharpens them, so creases survive the uniformization instead of being sanded flat. The two controls are the octree resolution and how aggressively the output is shrunk relative to the input bounding box; the third, sharpness, is how hard the edge-recovery pass pushes.

Inputs and outputs

  • trimesh (TRIMESH) - the mesh to remesh.
  • octree_depth (default 6) - resolution of the octree. Higher = more detail and more faces; 6 is a balanced start, 8+ for fine detail at a memory cost.
  • scale (default 0.9) - output size as a ratio of the input bounding box. The default leaves a little margin; crank toward 1.0 if you want it to fill the box.
  • sharpness (default 1.0) - edge-recovery strength for the Sharp modifier. Higher keeps edges crisper; 0 gives you essentially the smooth result.

Outputs: remeshed_mesh (TRIMESH) and info (STRING) with counts. The result is uniform and fairly dense - most people run a decimation or retopo step after, or send it straight to sculpting/subsurf work where even topology pays off.

Installing

The Blender backends are the heavy half of this pack. ComfyUI Manager → GeometryPack, or:

cd ComfyUI/custom_nodes
git clone https://github.com/PozzettiAndrea/ComfyUI-GeometryPack.git
cd ComfyUI-GeometryPack
pip install -r requirements.txt --upgrade
python install.py

Restart. The install.py step pulls a real Blender build into the pack's isolated comfy-env environment - big download, and the most common place the pack's install fails. First run of a Blender backend is slower while the env initializes.

Troubleshooting

  • Edges still getting rounded - raise sharpness, and check your input actually has well-defined creases; octree remeshing is rough on noisy scans.
  • Too heavy / too many faces - drop octree_depth from 6 to 5 and see if the detail loss is acceptable.
  • Blender env errors - re-run python install.py; check the repo's Discussions, since Blender env failures are the pack's most-reported install issue.
  • Stale-workflow validation errors are the pack-wide gotcha - re-add the dispatcher node and re-pick blender_sharp if a saved graph throws.

If your part is all curves and no corners, the plain smooth backend (or a non-Blender remesh like PyMeshLab or CGAL) will give you the same thing with less Blender overhead. Sharp earns its keep specifically when the edges are the point.

Categorygeompack/remeshing

Inputs (4)

NameTypeDefaultDescription
trimeshTRIMESH
octree_depthINT61–10Resolution. Higher = more detail, more faces.
scaleFLOAT0.900–1Ratio of output size to input bounding box.
sharpnessFLOAT1.00–5Edge sharpness for Sharp mode.

Outputs (2)

NameTypeDescription
remeshed_meshTRIMESH
infoSTRING