
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.
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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 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.
Subdivision applies after skinning and blendshape deformation, so skinned and morph target characters stay smooth in every pose without baking each one.
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.
The approach offline renderers use, running live in the engine.
Pixar's open-source subdivision library, used across film and VFX production.
Ship the base cage and subdivide at runtime, so source assets stay light and easy to change.
GPU-driven subdivision tuned for Unreal, scaling to camera distance and frame budget.
Skeletal meshes and blendshape or morph target characters get the same smoothing as static assets.
Alembic and USD geometry cache workflows are supported.
Author the base cage in Maya and export it to Unreal cleanly.
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