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Polyreduce

Polyreduce lowers a mesh’s triangle count while keeping its shape and sharp edges. Reduce to a set number of triangles, keep a fixed share of them for a lower-detail version of a model, or reduce only as far as the shape allows to clean up a heavy import. UVs and materials survive, so a painted mesh stays painted.

Any geometry

The mesh to make lighter.

Same as input

The same shape with fewer triangles, keeping its UVs and materials.

Parameter What it does Default
Mode How far to reduce: keep a share of the triangles, go only as far as the shape allows (good for cleaning up a heavy imported model), or reduce to a set number of triangles. Options: Keep ratio, Within tolerance, Target triangles Keep ratio
Keep ratio How much of the mesh to keep: 1 keeps everything, 0.5 keeps half the triangles. Shown when Mode is Keep ratio. 0.5
Tolerance How much the shape may change. Larger removes more. Shown when Mode is Within tolerance. 0.00001
Target triangles How many triangles to end with. A mesh that already has fewer is left as it is. If borders or texture seams stop the reduction early, the node warns with the count it reached. Shown when Mode is Target triangles. 10000
Boundary weight How firmly open edges hold their shape. Higher keeps the outline tighter. 1
UV seam weight How firmly texture seams hold their shape. Higher stops a curved seam from straightening; textures stay intact either way. 1
  • Keep ratio keeps a share of the triangles. Half of a 200,000-triangle mesh is 100,000, and half of a 20,000-triangle one is 10,000.
  • Target triangles reduces to the number you type, whatever the input. Use it when the result has a budget, such as a 10,000-triangle game prop made from AI-generated models that arrive anywhere between 80,000 and over a million triangles. A mesh that already has that many triangles or fewer is left exactly as it is. A quad counts as two triangles.
  • Within tolerance reduces only as far as the shape allows, removing triangles that don’t change it. Use it to clean up a heavy import without choosing a number.

Open edges, texture seams, material borders and separate parts hold their shape, so they can stop Target triangles before it reaches the number. When that happens the node shows an amber warning with the count it reached.

  • Remesh: rebuild the surface as even triangles instead.
  • Import: bring in a heavy model to reduce.
  • Topology nodes: the other nodes that change the polygon count or layout.