POPX

Subdivider

v1.3.0
Generators

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 TrianglesMaxtriangles
Maximum number of triangles allowed in the output geometry.
SubdivisionsSubdivisions
Number of subdivision iterations to perform.
Extrude StrengthExtrudestrength
Controls the peak distance of each extrusion.
Extrusion Falloff ExponentExtrusionfalloffexp
Controls how far each extrusion goes compared to the last.
InsetInset
Amount to inset subdivided faces.
Minimum AreaMinarea
Minimum face area threshold for extrusion.
Do FalloffDofalloff
Enables falloff-based subdivision control.
Falloff AttributeFalloffattr
Name of the falloff attribute to use for extrusion control.
Post SubdividePostsubdivide
Enables additional subdivision pass after extrusion.
DepthIterations
Number of post-subdivision iterations.
Crease WeightCreaseweight
Determines how much sharp edges in the geometry should be preserved.
Simple CoefficientsSimplecoeffs
Enables simple coefficient computation when smoothing the interpolated points.
Normals ActionNml
Choose what to do regarding normals.
No ActionnoactionAlways ComputealwayscomputeCompute if it doesn't existcomputeifnoneRemoveremove
Attribute ClassAttrclass
Makes the POP operate on point attributes, vertex attributes or primitive attributes where applicable.
PointpointVertexvertexPrimitiveprimitive
Normals WeightingNmlweighting
For point normals, choose how to weight the normals of the primitives the point is a part of.
AverageaverageAngle WeightedangleWeightedArea Weightedareaweighted
Compute Normals TechniqueCompnmltech
Specify which technique to use to calculate point normals.
Atomic Float (if supported)atomicfloatAtomic Comp SwapatomiccompswapLoop over Primitives Per Pointloopprims
Max Number of Primitives per PointMaxprimsperpoint
Maximum number of primitives a point can be part of in the input geometry.
AngleAngle
For vertex normals, the threshold angle between faces above which the shared edge vertices don't share normals.
BypassBypass
Pass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumem
Free memory that has accumulated when output memory has grown and shrunk.

Inputs

Input 0POP
Geometry

Outputs

Output 0POP
POPX_out1