Decimate Pro

Impression Sunrise in Modeling


Where it is

3D Viewport → Sidebar (N) → Decimate Pro

Quick workflow

  1. Select a mesh object (Object Mode).

  2. In Heat Map, pick a Preset (optional).

  3. Click View Heat Map to preview (switches to Weight Paint view).

  4. Adjust heat-map sliders until the preview looks right.

  5. (Optional) Click Estimate Face Count.

  6. In Rebuild, set Decimate Ratio and options.

  7. 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

  • The add-on writes weights into a vertex group named DECIMATEPRO_Density_Map.

  • Think of the heat map like this:

    • Higher weight = more protected = keeps more polygons

    • Lower weight = less protected = simplifies more


Heat Map controls

Preset + preview

  • Preset

    • Loads a ready-made set of heat-map settings for a goal (hard surface, organic, silhouette, etc.).

    • Choosing a preset overwrites the sliders; changing any slider switches you to “Custom”.

  • View Heat Map

    • Turns live preview on/off.

    • When on: updates the map as you change sliders and shows it in Weight Paint mode.

  • Advanced Controls

    • Shows/hides the full set of heat-map and cleanup options (basic mode shows only the essentials).

Core heat-map sliders

  • Base Weight

    • Raises or lowers the starting density everywhere.

    • Higher = overall more protected (less reduction overall).

  • Curvature Influence

    • Adds density on edges, corners, and high curvature areas.

    • Higher = sharper features keep more polygons.

  • Curvature Power

    • Shapes how strongly curvature “kicks in”.

    • Higher = focuses protection more on the sharpest features; lower = spreads it more gently.

  • Detail Influence

    • Adds density where local faces are already small (areas that look “detailed”).

    • Higher = preserves fine surface detail more aggressively.

  • Z-Height Influence

    • Adds density toward the top of the mesh (based on local Z).

    • Higher = top keeps more polygons.

  • Slope Influence

    • Adds density on steeper surfaces (based on the surface normal).

    • Higher = steeper areas keep more polygons.

  • Radial Influence

    • Adds density farther from the mesh center.

    • Higher = preserves silhouette/outside regions more.

  • Contrast

    • Expands or compresses differences in the heat map.

    • Higher = more extreme “protected vs simplified” zones; lower = more even distribution.

  • Bias

    • Shifts the entire map up or down.

    • Positive = more protection everywhere; negative = less protection everywhere.

  • Invert Weights

    • Flips the map.

    • Use when the result looks “backwards” (protected areas become simplified, and vice versa).

Smoothing

  • Smooth Iterations

    • How many smoothing passes to run.

    • More iterations = broader, softer transitions between dense/sparse areas.

  • Smooth Strength

    • How strongly each smoothing pass blends with neighbors.

    • Higher = smoother gradients; lower = keeps sharper changes in density.

Very low density (extra reduction)

  • Allow Very Low Density

    • Allows the map to go into very low weights in sparse zones.

    • Useful for extreme reduction, but can increase collapse/artifacts in thin areas.

  • Low Density Floor

    • The minimum weight allowed when “Allow Very Low Density” is on.

    • Lower floor = more aggressive simplification in low-priority zones.


Performance controls (Advanced → Heat Map → Performance)

  • Large Mesh Safeguards

    • Prevents heavy live preview work on very dense meshes.

  • Live Preview Vertex Limit

    • Live heat-map preview pauses if the mesh vertex count is above this value (when safeguards are enabled).

  • Estimate Vertex Limit

    • A threshold intended for estimation safeguards.

    • Note: in this build, estimation does not meaningfully change behavior based on this value.

  • Processing Chunk Size

    • Controls how much work is done per update during Rebuild Mesh.

    • Higher = faster rebuild but more UI hitching; lower = smoother UI but slower rebuild.

  • Tick Time Budget (ms)

    • Caps how long each rebuild “tick” can run.

    • Higher = faster rebuild but can make Blender less responsive; lower = more responsive UI.


Rebuild controls

Main rebuild target

  • Decimate Ratio

    • The overall reduction target.

    • Lower = fewer polygons; higher = closer to the original.

    • The heat map redistributes this so important areas lose less detail.

Feature protection (helps preserve key structure)

  • Protect Borders

    • Preserves open boundaries (holes, open edges) more.

  • Border Boost

    • Strength of border protection.

  • Protect UV Seams

    • Preserves geometry along UV seams more.

  • Seam Boost

    • Strength of seam protection.

  • Protect Sharp Edges

    • Preserves sharp edge regions more.

  • Sharp Boost

    • Strength of sharp-edge protection.

  • Sharp Angle

    • Face-angle threshold for what counts as “sharp”.

    • Lower angle = more edges treated as sharp; higher angle = fewer edges treated as sharp.

Shading cleanup (optional)

  • Add Weighted Normals

    • Adds a Weighted Normal modifier after rebuild to make shading look cleaner (especially on hard-surface meshes).

  • Weighted Normal Weight

    • Strength of the weighted normal effect.

    • Higher = stronger “flat/clean” shading influence.

  • Keep Sharp

    • Keeps sharp edges respected when computing weighted normals.

  • Face Influence

    • Uses face influence data (if present) to guide the weighted normals result.

Topology cleanup (optional)

  • Resolve Self Intersections

    • Attempts to fix geometry where the mesh intersects itself (can be heavy and can alter topology).

  • Intersection Threshold

    • Precision/tolerance for the intersection cleanup.

    • Smaller = more precise; larger = more tolerant.

  • Remove Interior Faces

    • Deletes faces detected inside the mesh shell (common scan cleanup step).

  • Remove Spikes

    • Removes “spike-like” artifacts by dissolving spike vertices.

  • Spike Cone Angle

    • Controls how aggressively spikes are detected.

    • Higher angle = more aggressive spike removal.

  • Recalculate Normals

    • Rebuilds normals to point consistently outward after cleanup.

  • Tri to Quad Cleanup

    • Converts suitable triangles into quads after cleanup (when possible).

  • Quad Face Angle

    • Controls how similar adjacent face angles must be to convert tris to quads.

    • Lower = stricter (fewer conversions); higher = more conversions.

  • Quad Shape Angle

    • Controls shape tolerance for tri-to-quad conversion.

    • Lower = stricter; higher = more permissive.

Mirror output (optional)

  • Mirror Output

    • Mirrors the rebuilt result around the mesh’s geometric center in local space.

  • Mirror X / Mirror Y / Mirror Z

    • Chooses which local axes to mirror across.

    • Use for symmetrical objects; make sure the symmetry plane runs through the mesh center.

Running and cancelling

  • Rebuild Mesh

    • Runs heat-map generation + decimation + cleanup (with progress).

  • Cancel Rebuild / ESC

    • Stops a running rebuild job.


Face Count Estimate

  • Estimate Face Count

    • Predicts the approximate face count after rebuild without changing the mesh.

    • Best used after you’ve set your heat map and Decimate Ratio.

That’s everything you need: preview the heat map, tune the sliders, estimate, then rebuild.

$7.50

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Details
Blender Extension Compatible Yes
Sales 40+
Rating
1 ratings
Dev Fund Contributor
Published 7 months ago
Blender Version 4.4 - 5.0
Extension Type Add-on
Render Engine Used Blender-Internal, Blender-Game-Engine, Cycles, Eevee
License GPL