Blender Subdivide Smooth
How do I make the cylinder have smooth faces when using the subdivision surface modifier without it making the vertices rigid. Subdivide Smooth has a similar effect.

The name is also used in topology for a similar operation on cell complexes. It appears as though the spelling in the blender documentation is actually incorrect, it should be ‘barycentrum’.


I think subdivide smooth needs quad/triangles with nice face normals to subdivide.

It is a way of subdividing and moving the vertices out of true “randomly.” By “random” I mean with values generated using a fractal equation. Sign up to join this community.

You didn’t ask about Subdivide Fractal, but it’s related. I want the cylinder to be smooth so I can model something like a cup.

Which is close enough to random for our purposes. Menu: Mesh ‣ Edges ‣ Subdivide, Specials ‣ Subdivide/Subdivide Smooth: Subdividing splits selected edges and faces by cutting them in half or more, adding new vertices, and subdividing accordingly the faces involved. Smoothing causes edge loops to be placed in an interpolated position, relative to the face it is added to, causing them to be shifted outwards or inwards by a given percentage, similar to the Subdivide Smooth tool. This took me a bit to find a proper definition of. ... You're looking for subdivide. See also. that were the result of a subdivide operation. You’ll wind-up with something that’s not square. It adds resolution to the mesh by divide faces or edges into smaller units.This process follows a few rules, depending on the settings:These options are available in the Displaces subdivisions to maintain approximate curvature. A lot of times you can perform little experiments like this in Blender to see what a thing does.Aw, man! Infact I didn’t see any change done by it. You’ll wind-up with something that’s You didn’t ask about Subdivide Fractal, but it’s related. Import Scripts. © Copyright : This page is licensed under a CC-BY-SA 4.0 Int. Here are a couple of references:In geometry, the barycentric subdivision is a standard way of dividing an arbitrary convex polygon into triangles, a convex polyhedron into tetrahedra, or, in general, a convex polytope into simplices with the same dimension, by connecting the barycenters of their faces in a specific way. From the side view (so that your plane looks like a line) move some vertices up and down a bit randomly.Subdivide Smooth has a similar effect. 50% means halfway between completely smoothed (eg) and a normal (flat) subdivide.Hope this helps.P.S. What is ‘baricentrum’ it is mentioned while defining the ‘Subdivide smooth’ in the Blender 2.3 manual. 100% means go all out. adding new vertices, and subdividing accordingly the faces involved. The result is topologically equivalent to that of the geometric operation, but the parts have arbitrary shape and size. It only takes a minute to sign up. Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. Take the basic cube, duplicate it a few times (shift-D), enter edit mode, select all vertices (A-key) and subdivide smooth or smooth it.Everything with the word “Smooth” in it has to do with moving things so that the angles between faces are smaller.You can test this by dropping a plane down and subdividing it (first menu item in the ‘W’ menu) a few times.

This word has been used else where also in the manual.I forgot to ask another question.