The Subdivide operator allows you to subdivide particle meshes.
Internally, the subdivide operator uses 3ds Max’s built-in subdivide modifier for its calculations. This can be slow when applied to particles with hires shape meshes, or when applied to a lot of particles at once. Use with caution.
Edge length: the target length for all resulting mesh triangle edges.
Relative to scale: the edge length value will be relative to each particle’s scale.
Preserve normals: when enabled, existing surface normals will be preserved during the operation.