# Is it possible to replicate adaptive subdivision in geometry nodes?

I want to replicate the Adaptive Subdivision inside geometry nodes in order to save memory while rendering. Now I know that I can just enable adaptive subdivision while rendering, but 2 things stop me from doing so.

1. I want to use Eevee for this project.

2. Adaptive subdivision will give me more geometry near the camera, but the one that is far away will be kinda wasted. Like even though it's not needed, it's still subdivided and in a few cases, it's actually not even necessary. I know how the dicing works, but there's still some kind of wastage.

I work on a potato. So saving memory has a huge importance to me.

Now, I did kinda solve this issue, but not completely. I basically used a proximity node along with a merge by distance node and a compare node. So any geometry which is far away from the camera will just merge. Repeating a bunch of these, I get a similar behavior as that of adaptive subdivision.

Now this has 2 problems:

1. The topology is a total mess. Even though that is no a concern for this case I (or someone else reading this post) might be able to use it in some future scenario. But, as I said, not a concern right now, and will just be helpful.

2. Say, the object is a plane, and my camera is slowyly rotating and going from facing forward to facing downward. Then in such a case, as the camera look more and more downwards, there will be wastage. I want a system that respect the way the camera is looking at the object. (If you know how fresnel works, you might be able to understand this 2nd point)

I don't have much memory to work with so I want to have minimum wastage. My potato can only handle about 2 Million vertices in the viewport. But while rendering, the maximum I have done to this day is about 500K.

Btw, the current setup:

• "Adaptive subdivision will give me more geometry near the camera, but the one that is far away will be kinda wasted." I do not understand what you mean with this... do you want to delete the geometry far away from the camera in order not to waste it? Commented Aug 9, 2023 at 13:06
• The goal was to use lesser subdivision, so less geometry, But that's not exactly controlable. Also I don't want to completely delete it. I just want less of it as it goes far away. I cannot exactly control the fallout regarding how less the subdivions are as they go away fro the camera. Commented Aug 9, 2023 at 13:14
• @MartynasŽiemys Because he wants to use Eevee as he says under 1. Commented Aug 9, 2023 at 13:19
• Actually it does not really matter how good or bad Adaptive Subdivision works since you want to use Eevee and not Cycles. So why not simply say you want something "like Adaptive Subdivision"? Since it will not be the same and work completely different in Geometry Nodes, why bother distracting from the main problem by pointing out that detail from the original Adaptive Subdivision? Commented Aug 9, 2023 at 13:32
• Anyway, Cartesian Caramel made a video about recursive subdivision in Geometry Nodes based on the distance to a target object's mesh. Maybe you can find something helpful there or draw some inspiration from it: Dynamic Recursive Subdivision in Blender 3.6 Commented Aug 9, 2023 at 13:34