Decimate Pro
Where it is
3D Viewport → Sidebar (N) → Decimate Pro
Quick workflow
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Select a mesh object (Object Mode).
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In Heat Map, pick a Preset (optional).
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Click View Heat Map to preview (switches to Weight Paint view).
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Adjust heat-map sliders until the preview looks right.
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(Optional) Click Estimate Face Count.
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In Rebuild, set Decimate Ratio and options.
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Click Rebuild Mesh.
Tip: Rebuild Mesh changes your mesh (it applies modifiers). Use Undo or duplicate the object first if you want a backup.
Heat Map basics
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The add-on writes weights into a vertex group named DECIMATEPRO_Density_Map.
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Think of the heat map like this:
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Higher weight = more protected = keeps more polygons
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Lower weight = less protected = simplifies more
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Heat Map controls
Preset + preview
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Preset
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Loads a ready-made set of heat-map settings for a goal (hard surface, organic, silhouette, etc.).
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Choosing a preset overwrites the sliders; changing any slider switches you to “Custom”.
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View Heat Map
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Turns live preview on/off.
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When on: updates the map as you change sliders and shows it in Weight Paint mode.
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Advanced Controls
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Shows/hides the full set of heat-map and cleanup options (basic mode shows only the essentials).
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Core heat-map sliders
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Base Weight
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Raises or lowers the starting density everywhere.
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Higher = overall more protected (less reduction overall).
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Curvature Influence
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Adds density on edges, corners, and high curvature areas.
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Higher = sharper features keep more polygons.
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Curvature Power
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Shapes how strongly curvature “kicks in”.
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Higher = focuses protection more on the sharpest features; lower = spreads it more gently.
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Detail Influence
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Adds density where local faces are already small (areas that look “detailed”).
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Higher = preserves fine surface detail more aggressively.
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Z-Height Influence
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Adds density toward the top of the mesh (based on local Z).
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Higher = top keeps more polygons.
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Slope Influence
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Adds density on steeper surfaces (based on the surface normal).
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Higher = steeper areas keep more polygons.
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Radial Influence
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Adds density farther from the mesh center.
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Higher = preserves silhouette/outside regions more.
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Contrast
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Expands or compresses differences in the heat map.
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Higher = more extreme “protected vs simplified” zones; lower = more even distribution.
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Bias
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Shifts the entire map up or down.
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Positive = more protection everywhere; negative = less protection everywhere.
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Invert Weights
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Flips the map.
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Use when the result looks “backwards” (protected areas become simplified, and vice versa).
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Smoothing
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Smooth Iterations
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How many smoothing passes to run.
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More iterations = broader, softer transitions between dense/sparse areas.
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Smooth Strength
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How strongly each smoothing pass blends with neighbors.
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Higher = smoother gradients; lower = keeps sharper changes in density.
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Very low density (extra reduction)
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Allow Very Low Density
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Allows the map to go into very low weights in sparse zones.
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Useful for extreme reduction, but can increase collapse/artifacts in thin areas.
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Low Density Floor
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The minimum weight allowed when “Allow Very Low Density” is on.
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Lower floor = more aggressive simplification in low-priority zones.
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Performance controls (Advanced → Heat Map → Performance)
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Large Mesh Safeguards
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Prevents heavy live preview work on very dense meshes.
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Live Preview Vertex Limit
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Live heat-map preview pauses if the mesh vertex count is above this value (when safeguards are enabled).
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Estimate Vertex Limit
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A threshold intended for estimation safeguards.
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Note: in this build, estimation does not meaningfully change behavior based on this value.
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Processing Chunk Size
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Controls how much work is done per update during Rebuild Mesh.
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Higher = faster rebuild but more UI hitching; lower = smoother UI but slower rebuild.
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Tick Time Budget (ms)
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Caps how long each rebuild “tick” can run.
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Higher = faster rebuild but can make Blender less responsive; lower = more responsive UI.
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Rebuild controls
Main rebuild target
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Decimate Ratio
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The overall reduction target.
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Lower = fewer polygons; higher = closer to the original.
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The heat map redistributes this so important areas lose less detail.
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Feature protection (helps preserve key structure)
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Protect Borders
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Preserves open boundaries (holes, open edges) more.
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Border Boost
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Strength of border protection.
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Protect UV Seams
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Preserves geometry along UV seams more.
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Seam Boost
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Strength of seam protection.
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Protect Sharp Edges
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Preserves sharp edge regions more.
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Sharp Boost
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Strength of sharp-edge protection.
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Sharp Angle
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Face-angle threshold for what counts as “sharp”.
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Lower angle = more edges treated as sharp; higher angle = fewer edges treated as sharp.
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Shading cleanup (optional)
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Add Weighted Normals
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Adds a Weighted Normal modifier after rebuild to make shading look cleaner (especially on hard-surface meshes).
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Weighted Normal Weight
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Strength of the weighted normal effect.
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Higher = stronger “flat/clean” shading influence.
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Keep Sharp
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Keeps sharp edges respected when computing weighted normals.
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Face Influence
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Uses face influence data (if present) to guide the weighted normals result.
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Topology cleanup (optional)
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Resolve Self Intersections
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Attempts to fix geometry where the mesh intersects itself (can be heavy and can alter topology).
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Intersection Threshold
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Precision/tolerance for the intersection cleanup.
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Smaller = more precise; larger = more tolerant.
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Remove Interior Faces
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Deletes faces detected inside the mesh shell (common scan cleanup step).
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Remove Spikes
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Removes “spike-like” artifacts by dissolving spike vertices.
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Spike Cone Angle
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Controls how aggressively spikes are detected.
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Higher angle = more aggressive spike removal.
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Recalculate Normals
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Rebuilds normals to point consistently outward after cleanup.
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Tri to Quad Cleanup
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Converts suitable triangles into quads after cleanup (when possible).
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Quad Face Angle
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Controls how similar adjacent face angles must be to convert tris to quads.
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Lower = stricter (fewer conversions); higher = more conversions.
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Quad Shape Angle
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Controls shape tolerance for tri-to-quad conversion.
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Lower = stricter; higher = more permissive.
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Mirror output (optional)
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Mirror Output
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Mirrors the rebuilt result around the mesh’s geometric center in local space.
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Mirror X / Mirror Y / Mirror Z
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Chooses which local axes to mirror across.
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Use for symmetrical objects; make sure the symmetry plane runs through the mesh center.
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Running and cancelling
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Rebuild Mesh
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Runs heat-map generation + decimation + cleanup (with progress).
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Cancel Rebuild / ESC
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Stops a running rebuild job.
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Face Count Estimate
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Estimate Face Count
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Predicts the approximate face count after rebuild without changing the mesh.
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Best used after you’ve set your heat map and Decimate Ratio.
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That’s everything you need: preview the heat map, tune the sliders, estimate, then rebuild.
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