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