#Blender question. I'm (always) making a 'retro' game that will use vertex lighting. I'd like to ensure that there's at least one vertex every n units so that the vertex lighting isn't too coarse. Is there a way to automate this within blender?
I.e. in this screenshot the 'floor' has a pretty consistently sized grid. The structures have some much larger arbitrarily sized faces, which means too few lighting sample points. I want blender to magically subdivide these faces to a similar vertex density as the floor grid.
I've never used blender geometry nodes before but I found a 'Face Area' node that I think should let me automatically subdivide large faces, but so far feeding the larger faces to the subdivide mesh node seems to not actually subdivide. Maybe I'm not baking the result?