Decimate by Ratio — Reduces the triangle count (QEM decimation), aiming to remove the given share of faces; it never makes the surface cross itself.
Flip Normals — Reverses the winding of every face, so all normals point the other way.
Merge Vertices — Merges vertices that lie closer together than the tolerance into one point at their average position.
Remesh — Rebuilds a surface mesh with elements of a target edge length.
Remove Mesh Faces in Solid — Trims a mesh with a Solid: a face with at least one vertex inside the Solid is kept, every other face is removed.
Split Mesh — Breaks a mesh into its separate connected pieces, one mesh per piece.
Subdivide Mesh — Splits every face into four per step and smooths the result: Catmull-Clark for a quad-dominant mesh, Loop for a triangle mesh.
Triangles to Quads — Rebuilds a mesh from quads (QuadWild feature-line remesher) that follow the input's curvature and sharp creases, so holes and rims stay clean quad edges.