> For the complete documentation index, see [llms.txt](https://artemis3d.gitbook.io/bqr-boolean-quad-ready/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://artemis3d.gitbook.io/bqr-boolean-quad-ready/welcome-to-bqr/how-to-use-it.md).

# How to use it

A simple how to use guide

### &#x20;🧩 RemeshIT – Main Remeshing Engine

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FthHZDoUipRGoD7FmjDbH%2Fimage.png?alt=media&amp;token=005989e6-96ab-4c74-85f2-5f1e7e169075" alt="" width="404"><figcaption></figcaption></figure>

The **RemeshIT** button is the heart of the BQR workflow. When pressed, it automatically adds a chain of modifiers (Remesh → Bevel → Subdivision Surface) optimized to convert dense, triangulated geometry into a clean, quad-dominant mesh suitable for boolean operations and further modeling.

This operator is particularly useful for CAD imports or high-poly assets that need to be transformed into smoother, concept-friendly, quad-based geometry, ready for boolean operations!

## 🔍 Main Workflow Parameters&#x20;

{% tabs %}
{% tab title="Octree Depth" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FGQMNcFommrmvwFHbDN5T%2Fimage.png?alt=media&amp;token=3238110e-ed38-4014-872c-60d9858f98be" alt="" width="395"><figcaption></figcaption></figure>

**Octree Depth**

**What it does**: Controls the level of detail of the voxel remesher.

* **Higher values** create finer geometry but also increase polygon count.
* **Lower values** reduce detail and simplify the mesh more aggressively.

{% embed url="<https://drive.google.com/file/d/1LT95xbXlbyxaVRadZKYj30Qul3LYoLUZ/view?usp=drive_link>" %}
Example Video
{% endembed %}

{% hint style="success" %}
**Tip**: Use values between **4–6** for most boolean-friendly results.
{% endhint %}
{% endtab %}

{% tab title="Scale" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2F842q2RXvrYKDh80mLUrw%2Fimage.png?alt=media&amp;token=911a2781-98f5-44b2-b041-cb21d460e41e" alt="" width="301"><figcaption></figcaption></figure>

**Scale**

**What it does**: Adjusts how tightly the remesher fits the surface.

* A **higher value** (closer to 1) creates a denser remesh.
* A **lower value** leaves more spacing between vertices, leading to a lighter mesh.

{% embed url="<https://drive.google.com/file/d/1ja-eLjVG3uTPoSyOqyXSupiwYEqzkfMC/view?usp=sharing>" %}
Example Video
{% endembed %}

{% hint style="success" %}
**Tip**: If you experience holes or distortions, try slightly lowering this value (e.g., 0.85).
{% endhint %}
{% endtab %}

{% tab title="Amount" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FZ8mJRU5ziGvVAvqAqjzS%2Fimage.png?alt=media&amp;token=a3a9e59d-be5b-4cbb-86f3-fabbd6c0492b" alt="" width="316"><figcaption></figcaption></figure>

**Bevel Amount**

**What it does**: Determines how thick the bevel is on sharp edges.

* **Higher values** produce softer, more visible bevels.
* **Lower values** keep the bevel tight and technical.

{% embed url="<https://drive.google.com/file/d/15gBGifRiXqyagxyQaggIFC3mWdXC1lYB/view?usp=sharing>" %}

{% hint style="success" %}
**Tip**: A setting of **0.02–0.05** is ideal for clean technical edges.
{% endhint %}
{% endtab %}

{% tab title="Segments" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FEzQEsL96MKJAuuCFxlHP%2Fimage.png?alt=media&amp;token=31d91e47-f6bf-47ce-bc7e-a80536689318" alt="" width="329"><figcaption></figcaption></figure>

**Segments**

**What it does**: Sets how many subdivisions are used in the bevel curve.

* **Higher segments** create smoother curves.
* **Lower segments** are better for hard-surface models.

{% embed url="<https://drive.google.com/file/d/1noLpc2g1oOVC_PbeVkSaiAsvVaiD1OW0/view?usp=sharing>" %}

{% hint style="success" %}
**Tip**: Keep this at **3** for a good balance between quality and performance
{% endhint %}
{% endtab %}

{% tab title="Angle" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FwRmmPP16zq24ytCEhbh2%2Fimage.png?alt=media&amp;token=22e19b8f-599d-4c1e-92da-4905107367d5" alt="" width="294"><figcaption></figcaption></figure>

**Angle**

**What it does**: Specifies the minimum edge angle (in degrees) that will receive a bevel.

* **Lower values** apply bevels to more edges.
* **Higher values** apply bevels only to sharp corners.

{% embed url="<https://drive.google.com/file/d/1QUHQbWw3YMYlb7rIRNQAKlRFKLcRAi7t/view?usp=sharing>" %}

{% hint style="success" %}
**Tip**: 30° is usually ideal for CAD or modelling.
{% endhint %}

{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="Shape" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FnjecS81DLyHaJ9HJpn2H%2Fimage.png?alt=media&amp;token=1b3631f8-db37-47ab-bf92-8e8576d92482" alt="" width="299"><figcaption></figcaption></figure>

**Shape**

**What it does**: Adjusts the profile curve of the bevel.

* A value of **0** creates a concave bevel.
* A value of **1** creates a convex bevel.
* **0.5** gives a uniform, even bevel.

{% embed url="<https://drive.google.com/file/d/1v5lGnS0i1tP7ItHOr2K8mLJHXUJsa-NO/view?usp=sharing>" %}

{% hint style="success" %}
**Tip**: 0.5 is the most stable and recommended for general use.
{% endhint %}

{% endtab %}

{% tab title="Subdivision" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FKPgunQFBsBMrKWMAhZCX%2Fimage.png?alt=media&amp;token=1d83e71a-1a4b-4c53-ac2a-980479d72440" alt="" width="384"><figcaption></figcaption></figure>

#### **Subdivision Level**

**What it does**: Controls how many levels of Subdivision Surface are applied after the bevel.

* **Higher levels** give a smoother, more rounded result.
* **Lower levels** keep the mesh lightweight and sharper.

{% embed url="<https://drive.google.com/file/d/16DH9YnC1Xk_tdByWyHmsuut5TGuMZ1JL/view?usp=sharing>" %}

{% hint style="success" %}
**Tip**: Use **1 or 2** depending on the level of visual smoothness you want.
{% endhint %}

{% endtab %}

{% tab title="Reset Settings" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FtEYzDgKJpdIB2yiTN0Gx%2Fimage.png?alt=media&amp;token=c212d04f-1836-4575-a6c7-d68751f68138" alt="" width="399"><figcaption></figcaption></figure>

This button resets all the remeshing-related values (Octree Depth, Scale, Bevel Amount, Segments, Angle, Shape, and Subdivision Level) back to their default state.<br>

{% embed url="<https://drive.google.com/file/d/1_obVftm_87lGMzbF9UkQe7u5ySOgHq2i/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** Use it if your mesh gets distorted or if you want to start fresh without tweaking sliders manually.
{% endhint %}

{% endtab %}

{% tab title="Clear BQR Modifier" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FYlmUDC3C5jROHEDgXw48%2Fimage.png?alt=media&amp;token=459b5b5f-3d13-4db1-ac5d-5d19d0f0a804" alt="" width="400"><figcaption></figcaption></figure>

Removes all modifiers added by the BQR workflow: Remesh, Bevel, Subdivision Surface, and Smooth.<br>

{% embed url="<https://drive.google.com/file/d/17gcyQVEuqlcSwNn6casYDPEdc6n27r91/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** Ideal when you want to delete everything BQR added without affecting other modifiers you may have on the mesh.
{% endhint %}

{% endtab %}
{% endtabs %}

***

## &#x20;✨ Refining Parameters&#x20;

{% tabs %}
{% tab title="Smooth Repeat" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FNisVL7KSTp3QvNTjHo8C%2Fimage.png?alt=media&amp;token=dad04b2c-6904-4460-aa2d-2b4f83e6d65b" alt="" width="369"><figcaption></figcaption></figure>

Controls how many times the smoothing modifier is applied to the mesh. It helps soften the shading and clean up minor artifacts after remeshing.

{% embed url="<https://drive.google.com/file/d/10yTV2mdJxABelibfvwFJyTP3sMUeqp1e/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** Use higher values (e.g. 30–50) if your mesh looks too rough or jagged after remeshing. Be careful not to overdo it excessive smoothing might blur sharp details.
{% endhint %}
{% endtab %}

{% tab title="Beauty Bevel" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2F7XyzDus9wf1xzFvMDsUh%2Fimage.png?alt=media&amp;token=3c108b85-c025-47c2-bfcb-187354a9c20b" alt=""><figcaption></figcaption></figure>

Toggles the use of a more aesthetically pleasing bevel profile (Arc instead of Sharp). This results in smoother, rounded bevels, ideal for concept art or stylized hard-surface models.

{% embed url="<https://drive.google.com/file/d/185JnUbdxhsT9SHa3BEux3fbLfHc46pP4/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** If your CAD model breaks or explodes after applying Remesh, disable this setting. Some dense or complex meshes may not support Beauty Bevel properly.
{% endhint %}
{% endtab %}
{% endtabs %}

***

## 🔨 Modeling

{% tabs %}
{% tab title="Mirror" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2F6uIB1yK8vnC6qGidfIF3%2Fimage.png?alt=media&amp;token=5e40c652-a700-43fb-8eff-5b85439bab61" alt="" width="261"><figcaption></figcaption></figure>

The Mirror feature automatically creates a Mirror modifier with an empty object at the world center. Select mirror axes (X, Y, Z), set Merge/Clip options, and control its position in the modifier stack with a single click.

{% embed url="<https://drive.google.com/file/d/11mjCUhvJzhchHjQz-vb5-DHCfDhGF8Wp/view?usp=sharing>" %}

{% hint style="success" %}
Tip: you can move the mirror in the modifiers by moving it before or after the remesher according to your needs
{% endhint %}
{% endtab %}

{% tab title="Boolean Tools V1.5" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FMLnV0jNLaI4FmCB0G9pb%2Fimage.png?alt=media&amp;token=83cf1bef-ddcf-499a-9a39-f175deb98cbe" alt="" width="336"><figcaption></figcaption></figure>

The **Boolean Tool** in BQR allows you to easily manage and organize all boolean modifiers applied to a selected mesh. Once the object is selected, the addon automatically detects all active boolean operations and displays them in a clean, intuitive panel.

Each boolean is tagged with a visual icon to indicate its type:

* ➕ **Addition (Union)**
* ➖ **Subtraction (Difference)**
* ⚡ **Intersection (Cut)**

{% embed url="<https://drive.google.com/file/d/1E465AB-GpWqCKMYM6k3AiVpPjiCH_inK/view?usp=sharing>" %}

{% hint style="success" %}
**Before applying modifiers, use the Boolean Tool to sort operations from simplest to most complex (e.g. Difference → Union → Intersect).**\
This improves calculation accuracy and helps avoid topological errors during boolean processing, or its good for concepting!
{% endhint %}
{% endtab %}

{% tab title="Deform Tools V1.5" %}
The **Deform Tools** panel introduces non-destructive deformation workflows designed to keep your mesh **boolean-ready** at all times.\
Currently, the available tool is the **Lattice Cage**.

By clicking **Add Lattice Cage**, a lattice is automatically added and bound to the selected mesh, allowing you to deform it in real-time while preserving a clean, quad-based topology suitable for boolean operations.

You can **increase or decrease** the resolution of the cage at any time using the **+** and **–** buttons, giving you finer or broader control over the deformation.

{% embed url="<https://drive.google.com/file/d/1RaFDGRgHLzQ7lYsiHh9mxD0f50FHrWhF/view?usp=sharing>" %}

{% hint style="success" %}
The lattice cage isn't just useful for modeling, it's also ideal for animation.\
By animating the lattice itself, you can create smooth mesh deformations without affecting your modifier stack or boolean structure.
{% endhint %}
{% endtab %}

{% tab title="Displace V1.6" %}
The "Displace" button adds (or removes) a Displace modifier to the selected object. This modifier deforms the mesh by moving its vertices based on a texture, creating bumps or dents on the surface. When you activate the button, a procedural texture (Clouds type) is automatically created and linked to the modifier, ready for customization.

{% embed url="<https://drive.google.com/file/d/1q9lAP47qNiY1VF5E9MsTjDxP_zPeEhaN/view?usp=drive_link>" %}

{% hint style="success" %}
Use the Displace modifier to add organic details or surface irregularities to your mesh without manual modeling. You can achieve different effects by changing the texture or adjusting the modifier’s Strength and Mid Level settings.
{% endhint %}
{% endtab %}
{% endtabs %}

## &#x20;

## &#x20;🛠️ Finalization Parameters&#x20;

{% tabs %}
{% tab title="Apply Modifiers" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2Fsv3w2prsOt77ms3Dp5ZL%2Fimage.png?alt=media&amp;token=e7bd9e6d-d98e-4594-94ed-ecbb0aede092" alt="" width="399"><figcaption></figcaption></figure>

Applies all the modifiers added during the RemeshIT process (Remesh, Bevel, Subsurf, etc.), converting them into real geometry.<br>

{% embed url="<https://drive.google.com/file/d/1vhXoWqfGRttUT-095h8W_A7zJWiM4IoD/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** Use this before exporting or unwrapping to lock in your final mesh. A backup is automatically created in a hidden collection, just in case.
{% endhint %}
{% endtab %}

{% tab title="Opitimize" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FJ3FV0TvTURfOkgltJs9E%2Fimage.png?alt=media&amp;token=ff707e35-2e3f-466b-baf1-b416d2ab0b99" alt="" width="400"><figcaption></figcaption></figure>

Adds a *Decimate (Unsubdivide)* modifier to simplify the mesh and reduce unnecessary geometry while preserving the overall shape.<br>

{% embed url="<https://drive.google.com/file/d/1XwKoRr8OtFRCxWz554W7ryPM0sz-g21D/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** Great for lowering polycount after remeshing. Works best when used after applying modifiers.
{% endhint %}
{% endtab %}

{% tab title="CEL V1.4" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FtMkuAE8mvitJbONLCWK4%2Fimage.png?alt=media&amp;token=81f49896-6ff9-4d4d-9e5e-96c90dee1e1e" alt="" width="400"><figcaption></figcaption></figure>

Dissolves redundant edge loops that don’t contribute to the shape of the model. It preserves geometry around curves, holes, and corners.<br>

{% embed url="<https://drive.google.com/file/d/1RhRJ7-vl-MJLwjdZVHM-blnDA5QWrZAR/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** Use this to achieve a cleaner topology for real-time or game assets. The edge dissolve is adaptive and non-destructive.
{% endhint %}
{% endtab %}

{% tab title="UV Unwrap" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2Fqkj5rvbJMdNkkq630nDg%2Fimage.png?alt=media&amp;token=97ad993e-5a3f-40f5-9012-444f571652c6" alt="" width="399"><figcaption></figcaption></figure>

Automatically unwraps the mesh using Blender’s *Smart UV Project*, preparing the object for texturing.

{% hint style="info" %}
With the introduction (in V1.5) of real-time unwrapping this feature will change.
{% endhint %}

{% embed url="<https://drive.google.com/file/d/1ta-q7lz_M5BtCyrW3xwmtUD6qXvr3QT0/view?usp=sharing>" %}

{% hint style="success" %}
**Tip:** Only use this after applying all modifiers. It creates and activates a default UV map named “UVMap”.
{% endhint %}
{% endtab %}

{% tab title="Reeal Time UV V1.6" %}

<figure><img src="https://552517373-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiIsUCRAAeIiKsVtKkcup%2Fuploads%2FWszb4o6nIrCxcTTNjrtM%2Fimage.png?alt=media&amp;token=1c7fc816-ac56-4285-80e5-c6d1004ea0a2" alt="" width="334"><figcaption></figcaption></figure>

The "Add Real-Time UV" button adds (or removes) a Geometry Nodes modifier that applies a tri-planar UV mapping to the selected mesh. This setup automatically generates UV coordinates by projecting them from three axes, which is especially useful for objects without proper UV unwrapping or for quickly testing textures.

{% embed url="<https://drive.google.com/file/d/1oHzwgUZOKiQudTZuZv2ilJ3COQJeM90n/view?usp=sharing>" %}

If you wish to export the mesh to graphics engines such as Unreal Engine, Unity, Godot or others, the modifier must be applied.

Tri-planar projection works very well with seamless textures, so it is not mandatory that the UVs be confined within the 0-1 space. However, if you prefer to have UVs packed neatly in that space, you can use the Pack UV button.

Once the modifier is applied, you can freely change the angle and scale of each UV island separately, according to your needs.

{% hint style="success" %}
Use Real-Time UV mapping to instantly preview textures on your model without manual UV unwrapping. This is ideal for hard-surface objects or when you need a fast, seamless texture projection for previews or procedural materials.
{% endhint %}
{% endtab %}
{% endtabs %}
