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Advanced repair settings panel expanded
Click Advanced Settings in the repair dialog to reveal additional controls. If you’re not sure about a setting, leave it at the default — the defaults work well for most models and printers.
Default: 1.0 mmSets the minimum wall thickness. Any walls thinner than this value are automatically thickened during repair.Recommended values:
  • FDM printers: 1.0–1.5 mm
  • SLA/resin printers: 0.5–1.0 mm
  • Full-color (Mimaki): 0.7–1.0 mm
Setting this below 0.5 mm may result in walls that break during printing or post-processing.
Default: 0 mm (off)Adds space between parts that are very close together. Useful for models with interlocking pieces, moving parts, or mechanisms that need room to function after printing.
Default: 0 (solid)Creates a hollow interior with the specified shell thickness. Set to 0 to keep the model solid.
  • Saves material and reduces print cost
  • 2–3 mm shell thickness works well for most full-color printers
  • Make sure the shell is at least as thick as the Wall Thickness setting
Very thin shells (under 1 mm) may not be strong enough to hold their shape.
Default: 100 mmAutomatically fills holes in the mesh surface up to this perimeter size. Larger values close bigger holes. Set to 0 to skip hole filling.
Small holes (under 10 mm) are usually modeling artifacts — close them freely. Large holes may be intentional (like the bottom of a vase).
Default: Use original countToggle off to set a custom polygon count. Reducing polygons makes smaller files that slice faster, but may lose fine detail.
  • 100,000–500,000 faces is plenty for most prints
  • Below 50,000 may lose visible features
Default: OffRemoves transparent or invisible surfaces. Common with character models exported from game engines that have transparent hair cards or glass effects.
Default: OffBlends textures from multiple material slots into a single unified texture. Useful when your model has many separate materials that your printer can’t distinguish.
Default: OffEnables special smoothing for VRM (VRoid) character models. Applies subdivision to reduce blocky geometry common in anime-style characters.