Subdivider
v1.3.0Generators
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
Max Triangles
MaxtrianglesMaximum number of triangles allowed in the output geometry.
Subdivisions
SubdivisionsNumber of subdivision iterations to perform.
Extrude Strength
ExtrudestrengthControls the peak distance of each extrusion.
Extrusion Falloff Exponent
ExtrusionfalloffexpControls how far each extrusion goes compared to the last.
Inset
InsetAmount to inset subdivided faces.
Minimum Area
MinareaMinimum face area threshold for extrusion.
Do Falloff
DofalloffEnables falloff-based subdivision control.
Falloff Attribute
FalloffattrName of the falloff attribute to use for extrusion control.
Post Subdivide
PostsubdivideEnables additional subdivision pass after extrusion.
Depth
IterationsNumber of post-subdivision iterations.
Crease Weight
CreaseweightDetermines how much sharp edges in the geometry should be preserved.
Simple Coefficients
SimplecoeffsEnables simple coefficient computation when smoothing the interpolated points.
Normals Action
NmlChoose what to do regarding normals.
No Action
noactionAlways ComputealwayscomputeCompute if it doesn't existcomputeifnoneRemoveremoveAttribute Class
AttrclassMakes the POP operate on point attributes, vertex attributes or primitive attributes where applicable.
Point
pointVertexvertexPrimitiveprimitiveNormals Weighting
NmlweightingFor point normals, choose how to weight the normals of the primitives the point is a part of.
Average
averageAngle WeightedangleWeightedArea WeightedareaweightedCompute Normals Technique
CompnmltechSpecify which technique to use to calculate point normals.
Atomic Float (if supported)
atomicfloatAtomic Comp SwapatomiccompswapLoop over Primitives Per PointloopprimsMax Number of Primitives per Point
MaxprimsperpointMaximum number of primitives a point can be part of in the input geometry.
Angle
AngleFor vertex normals, the threshold angle between faces above which the shared edge vertices don't share normals.
Bypass
BypassPass through the first input to the output unchanged.
Free Extra GPU Memory
FreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Inputs
Input 0
POPGeometry
Outputs
Output 0
POPPOPX_out1