Subdivider
Summary
The Subdivider divides, extrudes, and rotates polygon faces based on a Falloff Attribute, if enabled. A falloff value of 1.0 means that the corresponding primitive will subdivide and extrude exactly the number of times specified by the Max Subdivisions parameter. The Extrude Strength defines the peak extrusion distance, while the Falloff Exponent controls the gradual falloff of extrusion between iterations. The Inset parameter further affects the shape of each subdivided region, allowing additional control over the local geometry structure and depth.
Parameters
Page: Subdivider
Max Triangles
Maxtriangles
–
Maximum number of triangles allowed in the output geometry.
Subdivisions
Subdivisions
–
Number of subdivision iterations to perform.
Extrude Strength
Extrudestrength
–
Controls the peak distance of each extrusion.
Extrusion Falloff Exponent
Extrusionfalloffexponent
–
Controls how far each extrusion goes compared to the last.
Inset
Inset
–
Amount to inset subdivided faces.
Minimum Area
Minimumarea
–
Minimum face area threshold for extrusion.
Do Falloff
Dofalloff
–
Enables falloff-based subdivision control.
Falloff Attribute
Falloffattr
–
Name of the falloff attribute to use for extrusion control.
Post Subdivide
Postsubdivide
–
Enables additional subdivision pass after extrusion.
Depth
Iterations
–
Number of post-subdivision iterations.
Crease Weight
Creaseweight
–
Determines how much sharp edges in the geometry should be preserved.
Simple Coefficients
Simplecoeffs
–
Enables simple coefficient computation when smoothing the interpolated points.
Normals Action
Nml
–
–
Choose what to do regarding normals.
No Action
noaction
Always Compute
alwayscompute
Compute if it doesn't exist
computeifnone
Remove
remove
Attribute Class
Attrclass
–
–
Makes the POP operate on point attributes, vertex attributes or primitive attributes where applicable.
Point
point
Vertex
vertex
Primitive
primitive
Normals Weighting
Nmlweighting
–
–
For point normals, choose how to weight the normals of the primitives the point is a part of.
Average
average
Angle Weighted
angleWeighted
Area Weighted
areaweighted
Compute Normals Technique
Compnmltech
–
–
Specify which technique to use to calculate point normals.
Atomic Float (if supported)
atomicfloat
Atomic Comp Swap
atomiccompswap
Loop over Primitives Per Point
loopprims
Max Number of Primitives per Point
Maxprimsperpoint
–
Maximum number of primitives a point can be part of in the input geometry.
Angle
Angle
–
For vertex normals, the threshold angle between faces above which the shared edge vertices don't share normals.
Page: Common
Bypass
Bypass
–
Pass through the first input to the output unchanged.
Free Extra GPU Memory
Freeextragpumem
–
Free memory that has accumulated when output memory has grown and shrunk.
Inputs
Input 0
–
POP
–
Geometry
Outputs
Output 0
–
POP
–
POPX_out1