I have a lower-poly mesh made up of tris and quads, which aren’t uniformly distributed. I would like to remesh or retopo this mesh automatically, so that it becomes made of triangles that are more or less uniformly distributed (while keeping newly triangulated mesh relatively low poly). I need this to run cloth sim on this mesh.
How can I achieve this with either built-in tools or maybe an add-on ? I am using Blender 3.4.1
First, you subdivide your source mesh til it is pretty fine, then you distribute points using the poisson distribution. Set the minimum length to your target edge length, then crank up the density until it looks uniform (sometimes this value needs to be pretty high). Once you have evenly distributed points at the density you need, use a geometry proximity node to snap the subdivided base mesh to the random points, triangulate and merge by distance to remove duplicates:
you also probably need to reduce the density on the scatter points node.
in poisson mode, it generates all the points randomly, then removes the points that are too close together. if your density is too high (and your mesh too big), then it is generating millions of points, just to throw them away.