This Tool iterates thru the Polygons and Subdivides each into a smaller Parts. As a Stop Condition the Area of the primitive is used. If it reaches a user defined limit it stops iterating.
mbOBBSubdiv SOP
Has 3 Options to choose from that allow to cut ngons instead of quads. Only use this when really necassary. If you have mixed QUads and ngons you want to run thru a OBB Subdivision Algorithm split your geo first with something like @numvtx > 4 || @numvtx <=3 and run separated Processes for each. One using the mbQuadSubdiv.
mbQuadSubdiv
A fast VEX Compiled (Multithreded) OBB Subdiv Algorithm for Quad based Polygons. A lot more flexible and faster. Always use this one over the other when possible.
The OBB-Subdiv can setback the Generated Lots and Parcels and generate small sidewalks. Additionally this will generate rear_edges, side_edges and street_edges groups which will be respected by the Building Generators. side_edges will not get any Windows or doors. only the facade will get doors.
Rear, Front and Side offsets can be set individual.
Note: Try to use the mbQuadSubdiv SOP over the mbOBBSubdiv SOP as it will be alot faster with Lot Setback.
Probability
The Attribute @prob will determine the Split Probability of the Polygon. This way you can create a ramp on your grid and determine which polygons will get subdivided more often. A value of 1 will always split the polygon. A value of 0 will have 0 chance to split.
Todo / Issues