Re:Form 0.8.0 Alpha is the release where the mask stops being only protection and becomes a way to make new geometry. Everything in the 0.7.6 to 0.7.9 digest still stands; this post covers what landed after it, from Extract to the 0.8.0 stamp. Re:Form is still alpha, and it is our tool, so the rough edges are listed too.
What version is Re:Form on now?
Re:Form is on v0.8.0 Alpha as of September 21, 2026. It adds saved projects (save a project with your account and open it wherever you sign in), Extract and Panel Loops (a masked region becomes a thickened, closed piece on its own layer; a mask divides the surface into gapped, bevelled panels), polygroups, true matcaps with custom import, Delete masked, exactly symmetric Remesh and Extract, mask filters that run on the graphics card at any density, a mask and paint that survive every subdivide, Fit centred on the model's mass, a Brightness slider for renders, and .clay files that keep every layer.
To update, reload the page. There is no installer, and your browser autosave and .clay files carry over to the new build.
What shipped in Re:Form 0.8.0?
Everything below is on the Free plan unless the text says Pro.
| Area | Headline changes |
|---|---|
| Mask ▸ Extract | The masked area becomes a new layer: cut along the mask's half-strength contour, hem smoothed, offset off the surface, thickened Out / Centre / In, closed; folds are rebuilt with voxels |
| Mask ▸ Panel Loops | The mask divides the surface into panels: masked and unmasked sides, every island its own piece, a gap between them, a bevelled rim, all in one new layer |
| Symmetry | Remesh and Extract are exactly symmetric with Symmetry X on: every vertex has a bit-exact twin, so a tiny symmetric stroke moves the same vertices both sides |
| Mask filters | Grow, Shrink, Blur and Sharpen run on the graphics card: milliseconds at fifty million triangles, no density limit, the busy card stays up until the result is on screen |
| Subdivide | A painted mask is carried onto every new vertex, including through the subdivide that follows a Remesh |
| Fit | F centres the model's centre of mass in the viewport, not its bounding box, so a head with a neck sits where the eye expects |
| Render | A Brightness slider for stills, turntables and timelapses in every shading mode; a new project starts from the render defaults; occlusion is smoother |
| Files | .clay files and autosaves keep every layer; opening one rebuilds the whole stack with the same active layer |
| Layers | A left drag over any visible layer starts a stroke instead of orbiting; renders shade every visible layer alike |
| Busy card | New file, Discard and start new, Open and an autosave restore show the busy card at once |
| Crease | Strength above the default deepens the cut without tearing the flank |
| Matcaps | The Matcap look samples a real lit-sphere image; every preset looks as it did; import your own PNG, JPG or WebP matcaps and keep them in a library |
| Polygroups | Tag parts of the surface as groups: From mask, Auto (loose parts), By angle (split at creases), By colour (from paint), Mask group with Shift to add and Ctrl to subtract, Group Mask and Group Hide click brushes, Split groups into layers, a quad overlay; a Groups switch on the options bar tints them in every shading mode; carried through subdivide, saved in the file; Panel Loops builds a panel per group |
| Delete masked | Cut the masked area away along the mask's contour, the opening left open |
| Mask Fill | A click masks a whole loose piece of the model; Ctrl-click unmasks it |
| Split masked | The masked area becomes its own layer, the rest stays; with Mask group, a polygroup splits off in two clicks |
| Paint | Paint is carried through the subdivide that follows a Remesh, as the mask is |
| Saved projects | File ▸ Save keeps a project with your account; it appears under File ▸ Open and on the start screen wherever you sign in, with a thumbnail, and opens with one click. Free keeps 5, Pro 50 |
How does Extract work?
Mask the part you want to lift off the body — a strap, a plate, a collar — and press Extract in the Mask tools. The region is cut along the mask's half-strength contour, so the hem follows the soft falloff of the mask rather than stepping from triangle edge to triangle edge. The hem is smoothed as a closed line and snapped back to the body each pass. The piece is offset off the surface by a distance you set, thickened outward, inward or both ways, and the hem is bridged so the piece is a closed, watertight shell. It previews on the model while you set it up and lands as a new active layer named after the source; the source layer and its mask are untouched, and one Undo removes it.
A thick shell inside a concavity can fold into itself. Extract notices and rebuilds the piece through the voxel remesh on commit, or you can ask for that every time. Several masked islands come out as separate closed pieces in one layer. Paint on the masked area comes along.
What does Panel Loops do?
Panel Loops is for armour, hulls and seams. Mask the panel lines, press Panel Loops, and the surface is divided along the mask: the masked area and the unmasked remainder each become a separate, closed, thickened piece, with a Gap between them measured along the surface, and a Bevel that pulls each visible face's hem inward so the rim slants from a wide base to a narrower top. Two masked patches make two panels and the surface between them a third. The panels preview live and land in one new layer; Split loose parts separates them when you want to move them apart.
Under the hood Panel Loops and Extract share one core: a region is cut by a weight field, its hem smoothed, its surface thickened and closed. Panel Loops adds a geodesic distance field from the hem, re-cuts the region at half the gap, and squashes a band of the visible face inward for the bevel.
Why does symmetry matter for Remesh and Extract?
A remesh used to be symmetric only to within the voxel grid. Two vertices on opposite sides could differ by a hair, and a small symmetric stroke — the tip of a brow — would catch one and miss the other. Now Remesh keeps the half on the positive side of the symmetry plane, cuts the triangles the plane crosses, welds the seam and mirrors the half back with reversed winding. Every vertex has an exact twin. Extract does the same to its shell, so a hand-painted mask that is not perfectly even still gives a symmetric piece. The toast says when it happened.
What changed in mask filters?
Grow, Shrink, Blur and Sharpen used to read the whole mask and every position back to the processor, which took about ten seconds at twenty-five million vertices and refused above thirty million. They now run on the graphics card over the live buffers: the vertices are splatted into a coarse grid, the grid is dilated, eroded or blurred by cells, and every vertex reads the result back with a trilinear blend. Nothing comes back to the processor, so a press costs the same few milliseconds at fifty million triangles as at fifty thousand. One Ctrl+Z still reverses a filter exactly.
What is still rough?
Panel Loops and Extract read the layer back once when the dialog opens, so layers above about three million vertices are asked to step a level down first, as Clip is. A bevel can leave a turned-over sliver or two at a hem on a very jagged mask; smoothing the hem a few passes removes them. Mask filters on the processor path (the non-GPU fallback) keep their thirty-million-vertex ceiling. A Clip cut, Extract or Panel Loops result starts without groups.
What comes next?
Polygroups by paint colour, group-aware brushes, and the processor fallback for mask filters are on the list.