Catmull-Clark subdivision surface
In your harnessMesh algorithmMIT
Smooth a polygon cage into a quad mesh by Catmull-Clark subdivision, with B-spline boundary rules and fixed boundary corners. Use it to turn low-poly blockouts into smooth organic shapes.

What it takes and gives
- Entry points
- catmull_clark, cage, build, main
- Parameters
- cage, levels
- Complexity
- O(4^levels * F)
- Axes
- +Y up, metres
Limits. No crease or corner sharpness tags beyond fixed valence-two boundary corners. Faces may be triangles, quads or larger polygons, but non-manifold edges (three or more faces) are treated as boundary midpoints. Output quads are generally not planar and are split along their shorter diagonal on export. Positions follow the standard rules; the limit surface is not evaluated.
Details
- Kind
- Mesh algorithm
- Engine
- Python 3.10 or later
- Files
- 10 files, 226.6 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility, OpenGL 3 driver, Mesa llvmpipe under Xvfb
- Checks
- generator runs system python, generator runs verifier python, gltf strict structure, interpreters agree, example matches generator, godot headless gltf load, godot compatibility render
- Techniques
- Catmull-Clark subdivision (1978), Cubic B-spline boundary rule, Angle-weighted vertex normals
- Tags
- subdivision, catmull-clark, smoothing, quad mesh, subdivision surface, modeling
- Identity
library.supply.creative_originals.f96a2d8a3e0706e53a1f61b7.ea0d779a94f8f766- Version
ea0d779a94f8f766059fe4eaac40d00ecd95817e7fddbce1bfbc6115e8e70131
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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