user: Explain Remeshing in complete detail according to the official Blender documentation.

assistant: Remeshing automatically rebuilds the mesh with a uniform topology.
You can run it with a high resolution to make a simple mesh denser, making it
more suitable for [sculpting](../../sculpt_paint/sculpting/introduction/general.xhtml).
Alternatively, you can run it with a low resolution to simplify and clean up
overly dense or messy geometry, such as from a sculpt or a 3D scan.

The *Remesh* panel lets you choose between two different modes:

### Voxel

The [Voxel](../../glossary/index.xhtml#term-Voxel) remesher works by placing the mesh in a virtual 3D grid,
seeing which points of the grid are closest to the mesh’s outer
surface, and generating a new mesh with vertices at those points.
This means the resulting mesh has uniform topology and has no inner
(self-intersecting) geometry.

It’s useful for the following cases:

- Changing the resolution of, or generally cleaning up, a mesh that you
  want to sculpt. Notably, by setting up the resolution before sculpting,
  you can leave [Dyntopo](../../sculpt_paint/sculpting/introduction/adaptive.xhtml#dyntopo-introduction) disabled and avoid
  its performance impact.
- Cleaning up a mesh for 3D printing.
- Generating a simplified standin mesh for use with physics simulation.

However, because the topology is just a simple grid, the Voxel remesher
should *not* be used for the following:

- Creating topology for a mesh that will be deformed (e.g. a character
  that will be animated). Such topology has to follow the flow of the
  geometry, and no perfect automatic tools exist for this right now;
  it has to be done manually. See [Retopology](#retopology).
- Generating a mesh for applying the
  [Subdivision Surface Modifier](../modifiers/generate/subdivision_surface.xhtml)
  or the [Multiresolution Modifier](../modifiers/generate/multiresolution.xhtml).
  It’s better to use the [Quad](#bpy-ops-object-quadriflow-remesh) mode for this.
- Reducing the face count of a mesh that otherwise has no problems with
  its geometry. It’s better to use [Decimate Geometry](editing/mesh/cleanup.xhtml#bpy-ops-mesh-decimate) for this.

Voxel remesh has the following settings:

Voxel Size
:   The size of each voxel (3D grid cell). Use a low value to get a detailed
    but dense mesh, or a high value for a light but coarse one.

Adaptivity
:   Reduces the final face count by simplifying geometry where detail is not needed.
    A value greater than zero disables *Fix Poles* and can introduce triangulation.

Fix Poles
:   Tries to reduce the number of [Poles](../../glossary/index.xhtml#term-Pole) at the cost of some performance,
    to produce a better topological flow.

Preserve
:   Volume
    :   Try to preserve the original volume of the mesh.
        Enabling this could make the operator slower depending on the complexity of the mesh.

    Attributes
    :   Transfer attributes to the new mesh: the [paint mask](../../sculpt_paint/sculpting/editing/mask.xhtml#sculpt-mask-menu),
        any [face sets](../../sculpt_paint/sculpting/editing/face_sets.xhtml#sculpting-editing-facesets),
        [color attributes](properties/object_data.xhtml#modeling-meshes-properties-object-data-color-attributes),
        and so on.

### Quad

The [Quad](../../glossary/index.xhtml#term-Quad) remesher uses the Quadriflow algorithm, which can produce better results
but is also slower. It’s not a replacement for the Voxel remesher, however, because it
doesn’t clean up intersecting geometry.

It’s useful for the following cases:

- Generating a mesh for applying the [Subdivision Surface Modifier](../modifiers/generate/subdivision_surface.xhtml)
  or the [Multiresolution Modifier](../modifiers/generate/multiresolution.xhtml).

However, it’s not recommended for the following:

- Cleaning up a mesh for sculpting or 3D printing. The Voxel remesher is more suited for this.
- Creating final topology for a mesh that will be deformed (e.g. a character
  that will be animated). Such topology has to follow the flow of the
  geometry, and no perfect automatic tools exist for this right now;
  it has to be done manually. See [Retopology](#retopology).
- Reducing the face count of a mesh that otherwise has no problems with
  its geometry. It’s better to use [Decimate Geometry](editing/mesh/cleanup.xhtml#bpy-ops-mesh-decimate) for this.

Quadriflow Remesh
:   Opens a pop-up to set parameters for the remesh operation.

Use Mesh Symmetry
:   Generates a symmetrical mesh using the [Mesh Symmetry](tools/tool_settings.xhtml#modeling-meshes-tools-settings-mirror) options.

Preserve Sharp
:   Try to preserve sharp features of the mesh.
    Enabling this could make the operator slower depending on the complexity of the mesh.

Preserve Mesh Boundary
:   Try to preserve the original volume of the mesh.
    Enabling this could make the operator slower depending on the complexity of the mesh.

Preserve Attributes
:   Transfer attributes to the new mesh: the [paint mask](../../sculpt_paint/sculpting/editing/mask.xhtml#sculpt-mask-menu),
    any [face sets](../../sculpt_paint/sculpting/editing/face_sets.xhtml#sculpting-editing-facesets),
    [color attributes](properties/object_data.xhtml#modeling-meshes-properties-object-data-color-attributes),
    and so on.

Smooth Normals
:   Apply [Shade Smooth](../../scene_layout/object/editing/shading.xhtml#bpy-ops-object-shade-smooth) to the new mesh.

Mode
:   How to specify the amount of detail for the new mesh.

    Ratio:
    :   Specify target number of faces relative to the current mesh.

    Edge Length:
    :   Specify target edge length in the new mesh.

    Faces:
    :   Specify target number of faces in the new mesh.

Seed
:   Random [Seed](../../glossary/index.xhtml#term-Seed) to use with the solver;
    different seeds will cause the remesher to generate different quad layouts on the mesh.