How to reduce mesh vertices to obtain homogenous density while maintaining manifoldness in Blender 2.79 I used to have a technique to make meshes have an even/homogenous distribution of vertices. I would start to increase the number of vertices (if necessary) using the &quot;subdivide&quot; or the &quot;remesh&quot; tools. Then I would apply a &quot;remove doubles&quot; (in 2.79, now it's called &quot;merge by distance&quot;) with a distance that corresponds to a density I wanted.
The issue is that using the &quot;remove double&quot; would work pretty well in version 2.79, however in recent versions (e.g., 2.92) using the &quot;merge by distance&quot; tends to produce a lot of non-manifold faces.
This can be demonstrated just by using the default cube scene:

Start with the default scene cube 
Apply a default settings &quot;voxel remesh&quot; (usable from object mode, not from edit mode) 
Apply a &quot;triangulate faces&quot; and a &quot;shade smooth&quot; (that will help visualise the issues in the next step) 
Do a &quot;merge by distance&quot; at 0.2m 
Deselect all and then &quot;select all by trait&quot; - &quot;non-manifold&quot;

As it can be seen, the mesh becomes all messed up.
For comparison here is the result of the equivalent operations in 2.79: 
Is this a bug? Is there any workaround for this?
Is there a better way to achieve homogenous vertex density while maintaining manifoldness?
Thanks.
Well, I think I may have found a nice way to solve my own issue using the remesh tool itself:
Using the &quot;QuadriFlow Remesh&quot; with the &quot;Edge Length&quot; mode set to the desired value, or using the &quot;Vertex Remesh&quot; with the &quot;Voxel Size&quot; set to the desired value, produces pretty and homogeneous meshes while maintaining manifoldness.
Example:

Starting with a UV Sphere, which has a vertex density not so homogeneous


Apply a &quot;QuadriFlow Remesh&quot; with the &quot;Edge Length&quot; mode


The mesh gets a more homogeneous vertex density




Using the &quot;Vertex Remesh&quot; with the &quot;Voxel Size&quot; set to the desired value


will result in an also nice mesh:



The other remesh settings, may also produce nice results.
(Anyway, I still think that the merge by distance has some kind of bug, or else it must be used carefully. Edit: it's not a bug, it's expected behavior)