This is a Geometry Nodes setup designed to apply recursive subdivision to 3D meshes. The core node tree processes the target geometry based on a defined iteration count, iteratively splitting faces to generate denser topology. Users can control exactly where the splits occur along the edges using minimum and maximum ratio parameters. An equal ratio toggle ensures that edge splits remain symmetrical, which helps maintain perpendicular grid structures.
To optimize performance and control the detail distribution, a minimum face area threshold can be set, preventing subdivision on polygons that fall below a specific size. The setup includes a secondary node tree that randomly extrudes the generated faces to help visualize the new topology. The subdivision logic is specifically designed for quad-only meshes, and generating predictable results on meshes containing N-gons is not guaranteed.