Subdivide Modifier (Object Space)

The Subdivide modifier provides a number of algorithms for generating a refined, triangulated representation of the input geometry. In addition to simply refining the mesh, the Adaptive and Variable Curvature algorithms in particular tend to produce a high-quality triangulation, consisting predominantly of roughly equilateral triangles. Remeshing via the Subdivide modifier can be helpful in obtaining a well-conditioned input mesh for complex geometric process operations, such as the retopology operations offered by Autodesk Retopology Tools for 3ds Max, or for rendering with the radiosity renderer. A more dense mesh also allows for finer lighting detail and accuracy during rendering.

Note: When working with a more dense mesh, memory requirements and compute times will typically be increased.

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Object with Subdivide modifier applied and Variable Curvature mode selected

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.

Note: Typically, the Subdivide modifier is applied automatically to objects in the scene when a radiosity solution is processed. Meshing parameters can be set on a global basis in the radiosity control panel or for individual objects in the Object Properties dialog.
Tip: When you are satisfied with the subdivision settings on one object, you can drag the modifier to other objects to propagate it.

Interface

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Subdivide Mode rollout

Subdivide Mode

Selects the subdivision algorithm to use:

Subdivide mode

Size

Sets the target face length scale on the output mesh.

Delaunay mode

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Size

Sets the target face length scale on the output mesh. This is similar to edge length in other modes.

Relax

Sets the blending between relaxed and unrelaxed vertex positions at each relaxation iteration. A value of 1.0 yields a fully relaxed result.

Relax Iterations

Sets the number of relax iterations to apply to the output mesh.

Preserve Mesh Data

When enabled, mesh data, such as smoothing groups, material IDs, Boolean seams, normals, specified UVs, and vertex float data channels, will be preserved with Subdivide. This can help in a modifier such as Retopology, where you might use this mesh data as an auto edge constrict.

When this option is disabled, mesh data is cleared with the subdivide results.

UV Channel

UV Channel is only active when Preserve Mesh Data is on. The specified map channel will be indexed and preserved for which map coordinates and seams should be propagated to the output mesh.

Preserve Sharp Edges

Enables the propagation of hard edges to the output mesh. The detected edges are based upon the angle between adjacent face normals. This setting influences the degree of refinement near such edges, similar to how the Smooth modifier uses the edge angle threshold to determine hard and soft edges.

Angle

Sets the angle in degrees above which hard edges will be detected.

Adaptive mode

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Edge Length

Sets the target edge length on the output mesh. If an edge on your mesh exceeds the specified edge length amount, the edge and its associated faces will be subdivided. The edge length amount is based on world units. Smaller values will result in longer processing time.

Regularity

Controls the degree of regularity imposed on the output mesh. The mesh will become more uniform as you increase the regularity. For example, a regularity of 1.0 will have a relatively uniform size on the output mesh with triangles being closer to equilateral. A regularity closer to 0.0 will have more variation in size, which allows a higher degree of accuracy.

Threshold

Sets the normal threshold value for the algorithm.

Preserve Mesh Data

When enabled, mesh data, such as smoothing groups, material IDs, Boolean seams, normals, specified UVs, and vertex float data channels, will be preserved with Subdivide. This can help in a modifier such as Retopology, where you might use this mesh data as an auto edge constrict.

When this option is disabled, mesh data is cleared with the subdivide results.

UV Channel

UV Channel is only active when Preserve Mesh Data is on. The specified map channel will be indexed and preserved for which map coordinates and seams should be propagated to the output mesh.

Preserve Sharp Edges

Enables the propagation of hard edges to the output mesh. The detected edges are based upon the angle between adjacent face normals. This setting influences the degree of refinement near such edges, similar to how the Smooth modifier uses the edge angle threshold to determine hard and soft edges.

Angle

Sets the angle in degrees above which hard edges will be detected.

Variable Curvature mode

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Edge Length

Sets the target edge length on the output mesh. If an edge on your mesh exceeds the specified edge length amount, the edge and its associated faces will be subdivided. The edge length amount is based on world units. Smaller values will result in longer processing time.

Regularity

Controls the degree of regularity imposed on the output mesh. The mesh will become more uniform as you increase the regularity. For example, a regularity of 1.0 will have a relatively uniform size on the output mesh with triangles being closer to equilateral. A regularity closer to 0.0 will have more variation in size, which allows a higher degree of accuracy.

Threshold

Sets the normal threshold value for the remesh algorithm.

Variable Density

Controls the variation of mesh density in areas of strong curvature. A smaller value creates more refinement.

Transition

Sets the width of the transition area near boundary or constrained edges.

Preserve Mesh Data

When enabled, mesh data, such as smoothing groups, material IDs, Boolean seams, normals, specified UVs, and vertex float data channels, will be preserved with Subdivide. This can help in a modifier such as Retopology, where you might use this mesh data as an auto edge constrict.

When this option is disabled, mesh data is cleared with the subdivide results.

UV Channel

UV Channel is only active when Preserve Mesh Data is on. The specified map channel will be indexed and preserved for which map coordinates and seams should be propagated to the output mesh.

Preserve Sharp Edges

Enables the propagation of hard edges to the output mesh. The detected edges are based upon the angle between adjacent face normals. This setting influences the degree of refinement near such edges, similar to how the Smooth modifier uses the edge angle threshold to determine hard and soft edges.

Angle

Sets the angle in degrees above which hard edges will be detected.

Update

Selects the interval for updating the output mesh:

Update Now button

Updates the mesh when Render or Manual mode is selected.