The Subdivide Feature turns every selected face into multiple faces, allowing for manual fine-tuning of troublesome surfaces from imported meshes.
For example, your source geometry may be low-res and show jaggy curves or lumpy creases that need manual adjusting. Or that geometry may be high-res and too perfect: it has surfaces that are uncanny, such as fabric drapery that hangs so smoothly it looks like metal, upholstery cushions with no subtle variations so they look like baloons, or clothing items that look so stiff they are more armor than clothing.
Subdivide Feature Properties
| Property | Options |
|---|---|
Name |
Name the feature. Unique names for each feature is not required, but suggested. |
Subdivision Level |
Select the amount of new faces you need to apply your details. |
Tips
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Render as wireframe during design.
As with other fine-tuning tasks, render your scene as wireframe instead of shaded to give as much detail on faces and vertices as possible. Try normal smoothing first.
Before spending time manually adjusting the geometry vertex by vertex, first try adding the Normal Smoothing feature. This feature requires no time-consuming manual adjustments of the original mesh, and may still give you the appearance you want.Bake this transformation for faster performance.
If you don't anticipate importing this geometry again in the future, Consider "baking" this transformation into the mesh permanently. Learn about the "Bake Transform" of Mesh Properties.Watch the order of features in the feature stack.
If you choose not to bake the Subdivide feature into your mesh and it stays listed in the feature stack, we suggest the subdivide feature be moved above/before other features which refer to specific vertices (such as move vertices or submesh). If placed below/after them in the stack, the subdivide feature will add vertices to the object that may alter the dynamic object during run time in unintended ways.