Geometry & 3D node
Geometry Subdivide
Splits every triangle into four (shared edges split once, so the surface stays sealed), up to three times. Smooth then relaxes each vertex toward the average of its neighbours — at 1 a box becomes nearly a pebble. The point of it: low-poly shapes gain the vertices that Geometry Noise and Geometry Deform need to bite into. Capped at 400k triangles.
Inputs
| Port | Type | Default |
|---|---|---|
| GeometryThe mesh to refine. Shared edges split once, so a sealed surface stays sealed. | structure | — |
| IterationsHow many times every triangle becomes four — up to 3, capped at 400k triangles. | int | 1 |
| SmoothRelaxes each vertex toward its neighbours' average: 0 keeps the shape, 1 rounds it right off — a box becomes nearly a pebble. | float | 0 |
Outputs
| Port | Type |
|---|---|
| GeometryThe mesh to refine. Shared edges split once, so a sealed surface stays sealed. | structure |
| Vertex Count | int |
| Triangle Count | int |
How It Works
Geometry Subdivide splits every triangle into four — shared edges split once, so the surface stays sealed — up to three times. Smooth then relaxes each vertex toward the average of its neighbours; at 1 a box becomes nearly a pebble.
The point of it is not prettier triangles. It is that low-poly shapes gain the vertices that Geometry Noise and Geometry Deform need to bite into. A deform on a 12-triangle box does nothing; on the same box subdivided twice it does everything.
Capped at 400 000 triangles.
Use Cases
- Prepare for displacement — The standard first step before Noise or Deform.
- Smooth a primitive — Smooth at 1 rounds a box into an organic blob.
- Better silhouettes — A low-resolution import gains a smoother outline.
- Denser sampling — More vertices means finer point clouds from Geometry to Points.
- Cloth and terrain bases — A plane subdivided is the starting point for both.
Tips
- Each iteration multiplies triangles by four. Two is usually plenty; three is rarely necessary.
- Raising the source shape's own Resolution is cheaper than subdividing it afterwards, when that option exists.
- Smooth shrinks the shape slightly — that is what relaxation does; scale back up if it matters.
- Subdivide, then Noise, then look at the counts before adding anything else to the chain.
Open Geometry Subdivide in the interactive catalog →
Geometry Subdivide is one of 381 nodes in Grafit Pro.
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