The Subdivide modifier provides an algorithm for creating meshes used for radiosity processing. Processing radiosity requires meshes that have elements shaped as close as possible to equilateral triangles. The density of the mesh also needs to be considered in determining the resolution of the lighting details that need to be captured. The denser the mesh is, the finer the lighting detail and accuracy will be. The trade-off is a larger memory requirement and slower rendering times. The Subdivide modifier works on a whole object and does not work on selected faces in a mesh.
Subdivide modifier breaks flat surfaces into meshes.
Although it is primarily developed for increasing the quality of radiosity solutions, the Subdivide modifier can also be used by any application that requires well-formed meshes. For example, irregular mesh elements generated for Terrain compound objects can be improved.
The modifier has world space and object space variants. In the world space modifier the size limit is on the mesh after it is transformed into world space coordinates. The object space modifier limits the size in object space coordinates.
The radio buttons in the Update group control when the meshing is done.
Updates the mesh when Manual is turned on.
Controls whether all of the triangles are visible, or only the edges where face properties are changing. Allows you to reduce the visible triangles in the scene if it appears cluttered.