Mesh Subdivide
Linear 1-to-4 triangle split: every triangle is divided into four by inserting a new vertex at the midpoint of each edge. Does not smooth — it only increases vertex density while keeping the silhouette unchanged.
Node
Interactive preview is available in the interactive reader.
Sockets
mesh (in)- Mesh. Required.
mesh (out)- Mesh — the subdivided mesh with recomputed smooth normals.
Parameters
Iterations- Number of times to split. Each iteration multiplies the triangle count by 4 and roughly doubles the vertex count. Default: 1. Clamped 1..4.
How It Works
For every triangle (a, b, c):
- Compute the three midpoints
ab,bc,ca(shared across adjacent triangles via an edge-hash cache so no duplicates are produced). - Emit four sub-triangles:
(a, ab, ca),(ab, b, bc),(ca, bc, c),(ab, bc, ca).
After all iterations, smooth normals are recomputed for the new vertex set so renderers don't see seams.