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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

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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):

  1. Compute the three midpoints ab, bc, ca (shared across adjacent triangles via an edge-hash cache so no duplicates are produced).
  2. 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.

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