Root-3 Subdivision is a triangle subdivision scheme. It smooths the triangular surface while subdividing, creating a smoother surface. Each two levels of subdivision will triple the number of triangles. It also preserves the original edges of the triangular mesh and ensures a regular coving is made.
Edge division splits the edges of triangles. Each edge split will result in two new triangles. The longest edges are split first. This can help regularize an irregular mesh. The original edges and shape of the mesh are preserved, so there is a limit to what can be accomplished.
If a second input is provided, it is used to determine the edge lengths for the purpose of edge division. This allows one to ensure animated geometry is divided in a consistent manner. Alternatively, one can improve the result of a large scale deformation by doing edge splitting of the original using the deformed geometry as a reference. Running the deformation again will result in close to the desired lengths but use the full accuracy of the deformation tool for intermediate points.
The triangles to refine. Any non-triangles in the input group will be ignored.
The number of iterations of root-3 subdivision to perform. Note that root-3 subdivision cannot properly preserve vertex or primitive attributes due to the reordering of the primitives.
Use Min Edge Length
Determines if the triangles will be split until a minimum edge length is reached.
Min Edge Length
The minimum distance for any edge. Any triangle edge longer than this will be split in half.
Use Number of Splits
Determines if the number of splits will be used to determine a maximum number of edge splits.
The maximum number of edges to be split. The longest edges will be split first.