Rendered headless by the example itself — click to zoom.
blender --background --python examples/gn-sdf-remesh/gn_sdf_remesh.py --
A runnable example that remeshes an input mesh through an OpenVDB SDF grid using the build_remesh_via_sdf pattern from the geometry-nodes-python skill: GeometryNodeMeshToSDFGrid → GeometryNodeGridToMesh at the SDF zero-level, attached as a NODES modifier and evaluated via the depsgraph.
Which fix it witnesses: an SDF grid is meshed with Grid to Mesh, not Volume to Mesh (the Mesh to SDF Grid output is a grid socket; Volume to Mesh takes a volume-geometry socket, so wiring the grid there is an invalid link that yields no geometry). Grid to Mesh has the matching grid input.
Materials gotcha: geometry generated by Geometry Nodes carries no material, so the input mesh's material is dropped on remesh (the result renders with the default white). Re-apply it inside the tree with a Set Material node (GeometryNodeSetMaterial) on the remeshed output — this example does that and asserts the material survives onto the evaluated mesh.
Run
# Cheap correctness check only (no render) — the CI smoke check:
blender --background --python gn_sdf_remesh.py --
# Also render the remeshed result (EEVEE on a GPU host; --engine cycles on GPU-less hosts):
blender --background --python gn_sdf_remesh.py -- --output remesh.png
blender --background --python gn_sdf_remesh.py -- --output remesh.png --engine cycles
By default it runs only the frame-independent correctness check: the depsgraph-evaluated vertex count must be > 0 AND differ from the base mesh (the remesh produced geometry). It exits non-zero on failure — the same check the blender-smoke workflow runs on Blender 4.5 LTS and 5.1.
Source
"""Geometry Nodes SDF remesh -- a runnable BDT example. Builds the `build_remesh_via_sdf` pattern from the geometry-nodes-python skill (`GeometryNodeMeshToSDFGrid` -> `GeometryNodeGridToMesh` at the SDF zero-level), attaches it as a NODES modifier to an input mesh, and evaluates via the depsgraph. It witnesses the F2 fix: an SDF grid is meshed with **Grid to Mesh**, not Volume to Mesh. By default it runs only the cheap, frame-independent correctness check (no render): the evaluated vertex count must be > 0 AND differ from the base mesh -- proving the remesh produced geometry. Exits non-zero on failure. This is the check the CI smoke gate runs on both builds. blender --background --python gn_sdf_remesh.py -- # correctness check only blender --background --python gn_sdf_remesh.py -- --output r.png # also render the result blender --background --python gn_sdf_remesh.py -- --output r.png --engine cycles # GPU-less """ import bpy, sys, os, argparse def get_eevee_engine_id(): return 'BLENDER_EEVEE' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE_NEXT' def build_remesh_via_sdf(voxel_size=0.1, threshold=0.0, material=None): tree = bpy.data.node_groups.new("SDFRemesh", 'GeometryNodeTree') tree.interface.new_socket(name="Geometry", in_out='INPUT', socket_type='NodeSocketGeometry') tree.interface.new_socket(name="Geometry", in_out='OUTPUT', socket_type='NodeSocketGeometry') gi = tree.nodes.new('NodeGroupInput'); go = tree.nodes.new('NodeGroupOutput') mesh_to_sdf = tree.nodes.new('GeometryNodeMeshToSDFGrid') grid_to_mesh = tree.nodes.new('GeometryNodeGridToMesh') mesh_to_sdf.inputs["Voxel Size"].default_value = voxel_size grid_to_mesh.inputs["Threshold"].default_value = threshold tree.links.new(gi.outputs["Geometry"], mesh_to_sdf.inputs["Mesh"]) link = tree.links.new(mesh_to_sdf.outputs["SDF Grid"], grid_to_mesh.inputs["Grid"]) # GN-generated geometry carries no material, so the input mesh's material is dropped on # remesh. Re-apply it inside the tree with a Set Material node (the GN-native fix). out_socket = grid_to_mesh.outputs["Mesh"] if material is not None: set_mat = tree.nodes.new('GeometryNodeSetMaterial') set_mat.inputs["Material"].default_value = material tree.links.new(out_socket, set_mat.inputs["Geometry"]) out_socket = set_mat.outputs["Geometry"] tree.links.new(out_socket, go.inputs["Geometry"]) return tree, link.is_valid def build(): bpy.ops.wm.read_factory_settings(use_empty=True) bpy.ops.mesh.primitive_torus_add(location=(0, 0, 0.55), major_radius=1.2, minor_radius=0.5) obj = bpy.context.active_object for p in obj.data.polygons: p.use_smooth = True mat = bpy.data.materials.new("Ceramic"); mat.use_nodes = True b = mat.node_tree.nodes.get('Principled BSDF') b.inputs['Base Color'].default_value = (0.42, 0.028, 0.045, 1) # crimson ceramic b.inputs['Roughness'].default_value = 0.22 obj.data.materials.append(mat) return obj def render_still(obj, path, engine): import bmesh sc = bpy.context.scene fme = bpy.data.meshes.new("Floor"); bm = bmesh.new() bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=30.0); bm.to_mesh(fme); bm.free() fmat = bpy.data.materials.new("Studio"); fmat.use_nodes = True fb = fmat.node_tree.nodes.get('Principled BSDF') fb.inputs['Base Color'].default_value = (0.055, 0.06, 0.07, 1) # dark graphite studio fb.inputs['Roughness'].default_value = 0.55 fme.materials.append(fmat) floor = bpy.data.objects.new("Floor", fme); bpy.context.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", fme.copy()); wall.location = (0, 9.0, 0) wall.rotation_euler = (1.5708, 0, 0); bpy.context.collection.objects.link(wall) w = bpy.data.worlds.new("W"); w.use_nodes = True w.node_tree.nodes["Background"].inputs[0].default_value = (0.01, 0.011, 0.014, 1); sc.world = w aim = bpy.data.objects.new("Aim", None); aim.location = (0, 0, 0.55); bpy.context.collection.objects.link(aim) cam = bpy.data.objects.new("cam", bpy.data.cameras.new("cam")); cam.location = (0, -6.5, 2.2) bpy.context.collection.objects.link(cam); sc.camera = cam c = cam.constraints.new('TRACK_TO'); c.target = aim; c.track_axis = 'TRACK_NEGATIVE_Z'; c.up_axis = 'UP_Y' # key, cool fill, warm rim for nm, loc, en, sz, col in [("K", (-4, -5, 7), 1100, 5.0, (1.0, 0.98, 0.95)), ("F2", (5, -4, 2), 220, 7.0, (0.85, 0.9, 1.0)), ("R", (2.5, 6, 4), 700, 3.0, (1.0, 0.72, 0.45))]: ld = bpy.data.lights.new(nm, 'AREA'); ld.energy = en; ld.size = sz; ld.color = col lo = bpy.data.objects.new(nm, ld); lo.location = loc; bpy.context.collection.objects.link(lo) lc = lo.constraints.new('TRACK_TO'); lc.target = aim; lc.track_axis = 'TRACK_NEGATIVE_Z'; lc.up_axis = 'UP_Y' sc.render.engine = 'CYCLES' if engine == 'cycles' else get_eevee_engine_id() if sc.render.engine == 'CYCLES': try: sc.cycles.samples = 32 except Exception: pass else: try: sc.eevee.taa_render_samples = 64 except Exception: pass sc.render.resolution_x = 1280; sc.render.resolution_y = 720 sc.render.image_settings.file_format = 'PNG'; sc.render.filepath = path bpy.ops.render.render(write_still=True) return os.path.exists(path) and os.path.getsize(path) > 0 def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] p = argparse.ArgumentParser() p.add_argument("--output", default=None, help="optional: render the remeshed result to this PNG") p.add_argument("--engine", choices=["auto", "cycles"], default="auto") args = p.parse_args(argv) eid = get_eevee_engine_id() expected = 'BLENDER_EEVEE' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE_NEXT' bpy.context.scene.render.engine = eid if bpy.context.scene.render.engine != expected: print(f"ERROR: EEVEE id {eid} != expected {expected}", file=sys.stderr); return 5 obj = build() base = len(obj.data.vertices) src_mat = obj.data.materials[0] if obj.data.materials else None tree, link_valid = build_remesh_via_sdf(material=src_mat) obj.modifiers.new("sdf", 'NODES').node_group = tree dg = bpy.context.evaluated_depsgraph_get(); ev = obj.evaluated_get(dg) m = ev.to_mesh(); evc = len(m.vertices) mat_names = [mm.name for mm in m.materials if mm is not None] ev.to_mesh_clear() print(f"link_valid={link_valid} base_vcount={base} eval_vcount={evc} materials={mat_names}") if not (link_valid and evc > 0 and evc != base): print("ERROR: SDF remesh produced no/unchanged geometry", file=sys.stderr); return 3 # the Set Material node must carry the input material onto the remeshed result if src_mat is not None and src_mat.name not in mat_names: print(f"ERROR: material '{src_mat.name}' dropped by remesh", file=sys.stderr); return 6 if args.output: if not render_still(obj, args.output, args.engine): print("ERROR: render produced no file", file=sys.stderr); return 4 print(f"rendered {args.output} ({os.path.getsize(args.output)} bytes)") print("gn-sdf-remesh OK") return 0 if __name__ == "__main__": try: sys.exit(main()) except Exception as exc: import traceback; traceback.print_exc() print(f"FATAL: {type(exc).__name__}: {exc}", file=sys.stderr); sys.exit(1)