After installing the addon and enabling it you will see a subdivision section for any scene importer. Import has these three options:
SubdivMeshInstance3D | BakedSubdivMesh | ArrayMesh |
---|---|---|
The only option that doesn't bake. Skinning and blend shape changes get processed by CPU and then directly thrown at the RenderingServer. This is useful if you have a changing mesh or changing subdivision level. | Bake at runtime: Useful for large reused meshes. Baking can take quite some time though so if space isn't an issue, the ArrayMesh might be the better option. | Bake at import: The greatest advantage of this is, after importing you can remove godot subdiv again. |
Adjust the subdivision level, click reimport and you should see your mesh subdivided.
OpenSubdiv has a great section on modeling for subdivision. Not all of them apply for Godot Subdiv though: You can currently only import either quad only meshes to use the Catmull-Clark scheme or any other mesh which will default to the Loop subdivision scheme.
To build this project you need to have SCons installed, otherwise everything is included in the project.
For just building and trying out the project do
scons target=template_debug
in the cloned folder.
For running the tests do
scons -Q tests=1 target=template_debug
which will run simple doctest tests when starting godot on the terminal:
path/to/godot --editor --path ${workspaceFolder}/project
See more in the SConstruct file
In Blender you can go in Edit Mode and go Select->Select All by Trait->Faces by Sides and set it to Not Equal To 4. After removing the then selected faces and replacing them with quads, Quad import will work.
- OpenSubdiv files in thirdparty/opensubdiv licensed under Modified Apache 2.0
- Godot3 module for opensubdiv by fire that was referenced for subdivision implementation
- Template used, includes the used github workflow and was easy to setup
Thirdparty notices are in THIRDPARTY.md.