Improved Mesh Smoothing for Blender
Blender’s edit-mode smooth operator is a simple iterative uniform Laplacian average. While functional for light cleanup, it has four fundamental limitations that become severe in production workflows: - Volume shrinkage — The operator is a diffusion process that inherently contracts the mesh. A UV Sphere loses 91.3% of its volume after 100 iterations. - No frequency selectivity — The operator cannot distinguish noise from shape. For mild noise (σ≤0.01), smoothing any number of iterations makes the mesh less faithful to the clean original. For moderate noise (σ=0.02), there is a narrow useful window (~5 iterations) before shape degradation dominates. - Selection boundary artifacts — Smoothing a partial selection produces a sharp displacement discontinuity at the boundary (measured gradient: 0.067, 4× the interior average), creating a visible crease ring. This project will implement three capabilities for edit-mode: volume-preserving smooth, frequency-aware smooth, and geometry pinning with boundary falloff blending.
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