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# subdivisionLevel

The number of subdivisions SceneKit uses to smooth the geometry’s surface at render time.

```
var subdivisionLevel: Int { get set }
```

## Discussion

*Surface subdivision* is a technique for using low-detail geometry to generate a smooth surface for rendering. When you increase the [`subdivisionLevel`](/documentation/SceneKit/SCNGeometry/subdivisionLevel) value of a geometry, SceneKit automatically splits each face in the rendered surface, creating a more detailed, smoother geometry, as shown in . SceneKit performs this subdivision process at render time, preserving the original geometry data.

![](images/com.apple.scenekit/media-2929791@2x.png)

Subdividing a surface rounds away any sharp edges and corners in the geometry; however, such details may be important to a model’s design. To preserve edges, use the [`edgeCreasesElement`](/documentation/SceneKit/SCNGeometry/edgeCreasesElement) property to identify edges and the [`edgeCreasesSource`](/documentation/SceneKit/SCNGeometry/edgeCreasesSource) property to specify how smooth or sharp they should appear after subdivision. To preserve corners, include a geometry source whose [`semantic`](/documentation/SceneKit/SCNGeometrySource/semantic-swift.property) value is [`vertexCrease`](/documentation/SceneKit/SCNGeometrySource/Semantic-swift.struct/vertexCrease) when creating the geometry.

The default subdivision level is zero, specifying no subdivision—SceneKit renders the geometry exactly as its vertex data specifies.

---

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