Quad remseher does not handle modified Boxes

Mac OS Desktop

Dear all,
Here’s something that’s driving me crazy and that I think is a bug: Quad Remesher did not remesh modified cubes (boxes) or did not remesh them correctly. For comparison, watch the video:
Take a sphere, validate it, modify it, and voxel remesh it. Then subdivide it a couple more times… High polygon count. Then run Quad Remesher with a low resolution. Everything works. Do the same thing with a box. Create, validate, modify, voxel remesh, and then quad remesh. The quad remesher says “Failure” almost every time. What is this!!! It works for boxes with a low polygon count, but as soon as they get a little higher, the quad remesher fails. It’s really annoying when you can’t use boxes in higher resolution for quad remeshing. Is there a solution?

Addendum to clarify:
Take a box, validate it, and subdivide it 4 times. This results in approximately 400k quads.
Then start Quad Remesher with a target of 5k quads. Nothing else activated, no face groups, no symmetry.
On the Mac Studio M2 Ultra with 64 GB of RAM, newest Version of Nomad, Nomad immediately freezes at about 2.4% or displays the error message “Remshing failure.”
The same process runs without any problems on a 2018 iPad. The 400k quads are converted immediately and very quickly into 7k quads.
Incidentally, the same quad remeshing failure occurs when you crop a sphere on all 8 sides to create a cube, remesh this voxel, subdivide it, and then try to apply Quad Remesher. The same applies to extracted planes. It looks like the Quad Remesher on the desktop doesn’t like objects with hard edges or 90-degree angles…

Indeed, I figured it out… boxes with hard edges at 90 degree produce that failure. if the edges are a little bit softened, the failure does not happen. Anyway, on the iPad, the quad remesher does not care about hard edges. it makes his job. So I assume, it has to be a bug of the desktop version of the quad remesher of nomad. …

The quad remesher is not always 100% foolproof.
Usually tweaking a few things can fix the issue (decimating, voxel remeshing, tilting the object a bit, etc).

By exporting the mesh in OBJ and trying the Quad Remesher plugin in blender I can replicate the failure as well.

(I raised the issue to Exoside so I marked the topic as “solved”, but don’t necessarily expect a fix anytime soon)

Thank you.