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Mesh Morpher documentation

Mesh Health

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/repair/mesh-health

Studio and Graph › Repair

Mesh Health

Inspects the incoming mesh for the flaws that make sculpting and deformation tools misbehave, passes the mesh straight through, and publishes what it found on pins. Findings are ranked by severity ...

Mesh Health node

The Mesh Health node

When to use it

Inspects the incoming mesh for the flaws that make sculpting and deformation tools misbehave, passes the mesh straight through, and publishes what it found on pins. Findings are ranked by severity and written in plain language, and each one has a repair button next to it.

Drop one in wherever you suspect the input rather than the operation: before a boolean that keeps failing, after an import, either side of a Weld to see how many boundary edges actually went away. Branch a batch graph on Is Clean to stop a bad mesh reaching an export.

Until you press a repair button it is a pass-through, so it re-checks on its own whenever the mesh upstream changes. Press one and the output becomes a computed result like any other node's: an upstream edit then marks it stale and waits for you to re-run it.

How to use it

  1. 1

    Drop it anywhere in a mesh chain

    Mesh in, mesh out, nothing changes.

  2. 2

    Read the findings in the details panel

  3. 3

    Press a repair button for what can be fixed

    Remove Floaters, Weld, Remove Degenerate, Split Pinch Points and Fill Holes. Each is one undo step, and each publishes the repaired mesh downstream.

Pins

Pin Type Description
Mesh Mesh The mesh to inspect. Passes straight through to the Mesh output unless you press a repair button.
MinIslandTriangles Whole Number Islands with fewer triangles than this count as floaters. Leave it unconnected to use the value in the details panel.
Pin Type Description
Mesh Mesh The input mesh, unchanged, or the repaired mesh once you have pressed a repair button.
IsClean True/False True when the mesh has no invalid positions, no open edges, no floaters, no degenerate triangles and no pinch points. Blank at the fast scan depth, which skips two of those checks.
Vertices Whole Number Vertex count of the analysed mesh.
Triangles Whole Number Triangle count of the analysed mesh.
OpenBoundaryEdges Whole Number Edges with only one triangle attached. Non-zero means the surface is open.
HoleLoops Whole Number Number of distinct boundary loops (holes) in the surface. A lower bound when pinch points interrupt the walk.
FloaterIslands Whole Number Disconnected islands smaller than Min Island Triangles.
DegenerateTriangles Whole Number Triangles with effectively zero area. Empty (no value) when the scan depth is Boundary + Islands.
BowtieVertices Whole Number Vertices where two surface fans meet at a single point. Empty (no value) when the scan depth is Boundary + Islands.
CoincidentVertices Whole Number Vertices sitting on top of another vertex. Empty (no value) when the check did not run - it is skipped on very large meshes.

Settings

Setting Type Description
Analyze Automatically True/False Re-check the mesh every time it changes upstream. Turn it off on a mesh dense enough that the scan gets in your way; the node then shows nothing until you press Analyze, rather than numbers describing an older mesh.
Scan Depth Choice Which checks to run.
Min Island Triangles Whole number Islands with fewer triangles than this count as floaters, both in the report and for the Remove Floaters button, so the button deletes what the report named. The one exception is the largest surface, which the repair always keeps even when it is itself under the threshold - otherwise "remove everything under 1000 triangles" would empty a model made entirely of small pieces. Set the threshold above every island and the report counts them all while the button removes all but the biggest.
Max Auto Analyze Vertices Whole number Automatic checking is skipped above this vertex count; the Analyze button still works. 0 removes the ceiling.
Measure Symmetry True/False Also measure how far the mesh is from mirroring itself. Off by default: on a dense mesh this one check costs more than all the others together.
Symmetry Axis Choice Which plane the symmetry measurement mirrors about.
Symmetry Plane Origin Choice Which point that plane passes through. Mesh Centre is the sculpt / Fix Symmetry default, so a scan imported off-origin still measures about itself. World Origin is what you need when a one-sided crop has dragged the bounds centre off the real plane.
Symmetry Plane Offset Vector Nudges the plane off that point, in cm. Only the component along the symmetry axis does anything; the other two just slide the plane around inside itself.
Weld Tolerance Fraction Number How close two vertices have to be before Weld merges them, as a fraction of the bounds diagonal, so one number works on a 1 cm prop and a 200 cm character.
Max Hole Edges Whole number Fill Holes leaves boundary loops longer than this alone.