The latest iteration of Blender, version 2.9 was released earlier this year, and it’s better than ever! This version has an improved user interface, modeling and sculpting tools, animation and virtual reality workspaces, and much more.
Of particular interest to some is the Subdivision Surface modifier, which splits the faces of an object into smaller faces and smooths them. This modifier helps users model an object with simpler, low-poly meshes, and then makes that object more realistic looking.
In this article, we’ll explain how the modifier is used, along with its features, options, and more. Let’s start this smooth-sailing journey!
Before using the Subdivision Surface modifier, you need an object to apply it to. In this article, we’ll be using a default cube to demonstrate the usage of this modifier.
Once you have a shape, in this case a cube, to find the Subdivision Surface modifier, navigate to the sidebar that’s located on the right side of the screen. Under the “Modifier Properties” menu (the wrench icon), you’ll find it. Note that the Subdivision Surface modifier is different from and often confused with Smooth Shading.
After the modifier is selected, a top panel is displayed that shows the name of the modifier, along with the following options (from left to right):
Blender 2.9 offers two types of subdivision surfaces the user can choose from:
Note that Catmull-Clark introduces additional deformation to the object when used, so the default cube loses its cubic structure as observed above. On the other hand, the Simple option subdivides the object based on mathematical derivatives, without losing the original structure.
The subdivisions column displays the options to choose how the modifier will be deployed along with the quality.
Make sure that the value of “Viewport” is not more than “Render” because that’ll result in better quality in the viewport than the render. Additionally, lower subdivisions require less RAM, so keep the subdivisions low if you don’t have much RAM.
Once you’ve set the numbers in the subdivision column, there are two choices in the options column:
After one of the options is selected, you can check “Optimal Display”, which shows only the original structure’s edges. As such, it skips the edges formed after the application of the modifier in the render. In our example, if Optimal Display is selected, only the original default cube’s edges will be visible.
The other option is “Use Creases”, which controls how smooth the edges are by using the weighted edge creases values.
Here are some common problems faced when using the modifier:
You now know how to use the modifier and its features thoroughly, whether it’s to apply the modifier during rendering or changing the viewport subdivisions. You can now create complex, realistic objects using simple meshes!
License: The text of "Blender Subdivision Surface Modifier – Simply Explained" by All3DP is licensed under a Creative Commons Attribution 4.0 International License.