Merge By Distance Producing Random Results?

Hi. I sometimes have a mesh that is missing a few faces due to having inadvertently selected them along with many others before scaling, (proportionally) transforming, etc. To try to replace the faces, I’ll typically join part of an original source mesh, then merge vertices by distance. Sometimes it’s necessary to increase the maximum merge distance. But then merge by distance appears to be effectively using ‘at first’ or ‘at last’, since it produces a ragged edge. Would be much nicer (smooth at least) if the vertices were merged ‘at center’ instead. Is there a way to do that? Thx

Really, you should always try to use undo as soon as you see that you have missed a few faces or whatever the mistake was…going ahead with it just makes more problems for you…

There isn’t a quick way…or easy way…there are better ways of adding the faces like using (F) for fill… and using Merge by Distance ( center ) adding that to Quick Favorites is just about the only way…


but you have to select duplicate vertices a pair at a time which is very time-consuming…

The weld Modifier will do ALL, or only those selected and is basically Merge by Distance non-destructive, but doesn’t weld till you apply the modifier…

Perhaps there is a script or plug-in somewhere that can do this but it would have to be written… and of course Geometry Nodes…but then you are just adding more and more work to a problem…

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