Use this when you want to divide a rectangular polygon into a grid of dwellings within a flow, for example generating a terrace or apartment grid with configurable spacing and dimensions. (Often used with Skeleton editor)
Inputs:
. Input (feature): The input data.
. Transform (object): Transform controls (overridden by individual parameters).
Outputs:
· Subdivisions (feature[ ··· ]): List of subdivisions.
. Excess (feature[ ... ]): List of excess features.
· Status (object): The status of the node after evaluation.
How To
Add the subdivide rectangles node
connect the Subdivide Rectangles Transform to the T connector
edit the settings in the transform by clicking "edit defaults"
Connect the S and E outputs to a write features to generate the subdivisions and excess polygons.
Or, connect the outputs to another node to continue processing.
Note, the outputs generate lists of geometric features - use a map node to process each feature if necessary for additional commands.
Subdivide Rectangles Settings
The Subdivide Rectangle Transform automatically adds all of the necessary settings to the flow. You can edit them from the properties Palette to adjust the flow results.
Mode
area: calculates unit sizes by overall area
width: locks unit sizes to a set width (when stretch is toggled off)
Dwellings
Stretch
Excess
Edit Mode
Reset
Reset everything to the default.
Output
The outputs are:
Subdivisions (S[]) - These are the units designated in the dwellings section
Excess (E[]) - The excess left over when stretch mode is toggled off.
Use with the Skeleton Editor
The Subdivide Rectangles node is almost always paired with the Skeleton Editor node. The Skeleton Editor generates the residential massing, with corners, corridors, end caps, and enclosures. The Subdivide Rectangles node fills in the units along the edges.
The Subdivide Rectangles node sets unit sizes and mix. The Skeleton Editor controls where units go. To remove the units on the sides facing an enclosure, select the building, press Shift + A, click the enclosure edit control, and turn on Remove Inner Units.
Example: wrap-style development
In a wrap development, apartments wrap around a central parking garage. Draw the skeleton so it creates an enclosure in the middle. Set the enclosure's usage to Carpark - Multi-Deck and turn on Remove Inner Units in the Skeleton Editor's edit mode (Shift + A). The Subdivide Rectangles node then fills only the outer edges with units, and the garage stays clear.
In detail edit mode, use shortcut shift+a multiple times to cycle through detail mode on different flow nodes
Set up the enclosure and its usage in the Skeleton Editor.






