This converts your mesh into a Volume and then back to a Mesh. Doing so has the following benefits: It can close small holes in the mesh, give you new even topology and remove interior geometry.
VoxelMesh is often used to sanitize photogrammetry data, as it will often fix small imperfections on the mesh.
UVs are generally destroyed while going through the VDB roundtrip. If you would like to transfer UVs from the original mesh back onto the Voxelized, take a look at the UV Transfer Node
This sets the number of voxels to be generated on the longest axis of the mesh. Note that this is scale independent.
This allows you to expand (dilate) or contract (erode) the geometry along the surface normal of the VDB volume.
The number of smoothing operations to be applied to the VDB before meshing. This can help remove high frequency details.
Controls how even the topology of the resulting mesh is. High Adaptivity values mean concentration around areas of high curvature, low curvature means even distribution of polygons
Transfer Surface Attributes
This will attempt to transfer any attributes found on the input geometry onto the VDB remeshed geometry.
Tolerance for what edges to consider for the Sharpen Features toggle.
Project to Original
Optionally Ray the resulting mesh back onto the original
Post Smooth Iterations
The Projection step can generate some undesirably overlapping polygons, this step can relax some of those polygons