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I'm working on a low poly style scene, meaning that individual triangles are intentionally visible. I need to subdivide the scene while preserving the original geometry.

Basically, for every triangle I'd like to add 3 new vertices to create 4 triangles like this, so that it's still flat:

example

It may seem odd that I'm basically just increasing vertex count, but this is because I have a vertex shader that is warping the points, and I need more vertices for the effect to look nice.

I know about the 'poke face' but this does not work because I must reduce edge lengths for the effect.

Is there any built in tool I can use to accomplish my goal? Thank you

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    $\begingroup$ W S (subdivide) should do this? 1 cut, 0 smoothness.. $\endgroup$ – Robin Betts Mar 6 at 1:33
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    $\begingroup$ @RobinBetts that should be an answer $\endgroup$ – Sazerac Mar 6 at 1:37
  • $\begingroup$ Thanks for the tip! I tried doing that, but it doesn't seem to correctly interpolate the UV map, or possibly the normals? Every triangle is supposed to have the same normal and uv coordinate. $\endgroup$ – KevinH Mar 6 at 3:40
  • $\begingroup$ @Sazerac.. it's one of those.. seems too obvious a thing to have tried, therefore probably not an answer.. I'll have a closer look at it when I can.. $\endgroup$ – Robin Betts Mar 6 at 8:40
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    $\begingroup$ I'm having trouble reproducing the problem with UV's / Normals. Is there a sample you can share via blend-exchange.giantcowfilms.com ? $\endgroup$ – Robin Betts Mar 6 at 9:59
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Have you tried the Edge Split Modifier? It does the trick for me.

This is an Ico-Sphere. I added the Edge Split Modifier to it, then I sharpened all the edges (or just the ones between which there should be no interpolation of normal values), then I added Subdivisions with Mesh > Subdivide, Slices set to 1 and Smoothness to 0, like suggested.

Edge Split Modifier to keep Normals from being interpolated in Subdivision

The UVs split as they should. UVs before Subdivision

Uvs after Subdivision

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