Demo
Unreal animation tool

Squarebit Subdivs

Squarebit Subdivs is a real-time subdivision plugin for Unreal Engine by Squarebit Studios. Built on Pixar's OpenSubdiv, it runs Catmull-Clark subdivision live in the engine after skinning and blendshape deformation, so you import a light base cage and your animated characters stay smooth at any distance, with no pre-subdivided meshes to bake. Free for personal projects; commercial seats are a one-time purchase.

Free
v1.7
Free Free personal use

The full plugin for personal, non-commercial work. Your key arrives by email.

Get it free
Commercial £74.00 per seat, one-time

Pay once, own it outright. One licence per seat for commercial work.

Buy commercial
One-time commercial licence, per seat
  • Personal, non-commercial use is free.
  • The commercial licence is a one-time purchase: pay once, no subscription, no expiry.
  • Per seat: one licence for each artist using it commercially.
  • Your licence key arrives by email and always lives in your dashboard.
  • Includes updates and activation support.
  • Studios and larger teams: volume seats and invoice billing, get in touch.
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v1.7.69
Version
65
Downloads
30 Jul 2026
Last updated
21 Jul 2026
Released
Works with
Unreal Engine
Licence
Free personal, paid commercial
File size
8.5 MB
Built on
Pixar OpenSubdiv, Catmull-Clark
  • Unreal

Instant download Vetted creator

What it does

Why characters turn faceted in Unreal, and what Subdivs does about it

The problem

Smooth in Maya, faceted in Unreal

Offline renderers subdivide at render time, real-time engines never could. Subdivs runs Catmull-Clark subdivision live in Unreal, so surfaces and silhouettes stay smooth at any distance.

The problem

Baked, dense meshes

The usual workaround is baking subdivision in before import: a heavy, static mesh that bloats memory and locks your topology. Ship the base cage instead and let the plugin subdivide it at runtime.

The problem

Every pose baked out

Subdivision applies after skinning and blendshape deformation, so skinned and morph target characters stay smooth in every pose without baking each one.

Inside the tool

Inside Squarebit Subdivs

Export the base cage from your DCC at whatever density suits iteration, import it into Unreal as normal, and Subdivs subdivides it at runtime. Adaptive levels subdivide more when the camera is close and pull back when it is far, so distant assets do not eat your frame budget. Change the cage, re-export, done: no re-baking.

Built by Squarebit LLC in Charlotte, North Carolina, led by Matthew Schiller and Walt Yoder.

SMOOTHING

Catmull-Clark subdivision

The approach offline renderers use, running live in the engine.

LIBRARY

Built on Pixar OpenSubdiv

Pixar's open-source subdivision library, used across film and VFX production.

RUNTIME

No baking

Ship the base cage and subdivide at runtime, so source assets stay light and easy to change.

GPU

Adaptive levels

GPU-driven subdivision tuned for Unreal, scaling to camera distance and frame budget.

ANIMATION

Applies after deformation

Skeletal meshes and blendshape or morph target characters get the same smoothing as static assets.

CACHES

Alembic and USD

Alembic and USD geometry cache workflows are supported.

PIPELINE

Maya-friendly workflow

Author the base cage in Maya and export it to Unreal cleanly.

Will it run for you

Compatibility

Engine
Unreal Engine, real-time GPU pipeline
Meshes
Skeletal meshes, blendshapes and morph targets
Geometry caches
Alembic and USD
Authoring
Base cage from Maya or your DCC
Licence
Free personal, one-time commercial seat

What animators say

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Why you can trust this plugin
Vetted

Every plugin on Animworks is checked by our team before it goes live.

Supported

Bug or feature request? Get support from Squarebit.

Yours to keep

It lands in your downloads the moment you check out, and stays there.