This page provides information about the Subdivision node in the V-Ray Node Editor in Blender.
Overview
The Subdivision node smooths the surface of the mesh by dividing the object triangles into sub-triangles at render time. This results in a fast smoothening effect on the object. This node needs to be connected to an Object Output node to be applied to the selected geometry.
UI Path: ||V-Ray Node Editor|| > Object > Add > Geometry > V-Ray Subdivision
Properties
Edge Lenght – Determines the quality of the subdivision. Each triangle of the original mesh is subdivided into a number of sub-triangles. More sub-triangles mean more detail in the subdivision, slower rendering times, and more RAM usage. Fewer sub-triangles mean less detail, faster rendering, and less RAM. Edge Length depends on the View Dependent parameter.
View Dependent – When enabled, Edge Length determines the maximum length of a subtriangle edge, in pixels. A value of 1.0 means that the longest edge of each sub-triangle is about one pixel long when projected on the screen. When View Dependent is off, Edge Length is the maximum subtriangle edge length in world units.
Max Subdivision – Controls the maximum subtriangles generated from any triangle of the original mesh. The value is, in fact, the square root of the maximum number of subtriangles. For example, a value of 256 means that, at most, 256 x 256 = 65536 subtriangles are generated for any given original triangle. It is not a good idea to keep this value very high. If you need to use higher values, it is better to tessellate the original mesh itself into smaller triangles instead.
Tight Bounds – When enabled, initialization is slower, but tighter bounds are computed for the subdivision triangles, making rendering faster.
Amount – A scaling parameter for the subdivision. Values larger than 1.0 increase the subdivision amount, while values lower than 1.0 reduce it.