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11 June

Ozone Subdivs 1.0.3

This update brings a major step forward for Ozone Subdivs, with deeper Alembic support, more flexible cooking workflows, improved UV smoothing, and a series of production-focused fixes across recooking, LODs, topology handling, and Unreal Engine rendering behavior.

Alembic Cache Support

Ozone Subdivs can now cook from Alembic caches imported as skeletal meshes, including reading source quads directly from .abc files.

This gives teams more flexibility when working with animated assets, cached production data, and real-world character pipelines where Alembic is often part of the handoff.

Enhanced Subdiv Cooking

Cooking now works from any pose in the FBX or ABC file, not just the bind pose.

That means artists and technical teams can work more naturally with posed, animated, or production-ready assets without extra round-tripping just to get back to a clean bind state. Less cleanup. Less friction. More time staying in flow.

Better UV Smoothing & Topology Handling

We’ve improved UV smoothing to better match standard subdivision surface mesh behavior, including Maya Smooth Mesh-style UV smoothing defaults.

This update also improves topology handling by fixing edge cases that could previously create spikes in cooked subdivision levels, improving stability and visual quality across more complex source assets.


Additional Updates and Fixes

Alembic and Source Mesh Improvements

  • Added Alembic .abc support as a cook source.
  • Added support for reading source quads directly from .abc files.
  • Updated file warnings and browse filters to include Alembic.
  • Improved Alembic and FBX source handling during cook workflows.
  • Improved handling when source geometry exists in the original FBX or Alembic file but is not imported directly by Unreal.

Pose-Aware Cooking

  • Cooking now works from any pose in the FBX or ABC file, not only the bind pose.
  • Improved source matching for posed and animated assets.
  • Improved point matching for close points, helping source and render meshes line up more accurately.

UV, Point Matching, and Subdivision Quality

  • Improved UV smoothing to better match standard subdivision surface UV behavior.
  • Improved material name matching for UV and position-based workflows.
  • Improved render cage matching with UV signature support.
  • Improved vertex normal lookup by using the Level 0 vertex normal directly.
  • Added reference mesh support in subdivision functions for improved seam handling.
  • Improved handling of degenerate vertices by treating unstable low-face-count cases as border vertices.
  • Fixed cases where certain points could previously create spikes at cooked subdivision levels.

Cook and Recook Stability

  • Fixed recook behavior so the Subdiv component is no longer recreated on recook.
  • Improved component behavior when recooking existing assets.
  • Improved LOD swapping behavior when falling back to the skeletal mesh.
  • Fixed LOD behavior so Subdivs correctly turn off when Unreal LODs activate.

Multi-Mesh and Skeletal Mesh Stability

  • Fixed stability when moving skeletal mesh actors with many child skeletal meshes.
  • Fixed multi-mesh movement behavior.
  • Improved support for modular and multi-part mesh setups.
  • Decoupled custom depth behavior so skeletal mesh settings and Subdiv component settings can be controlled independently.

Overlay Material Support

  • Added overlay material support to the Ozone Subdiv component.
  • Added Blueprint-accessible overlay material controls.
  • Improved overlay material behavior across standard rendering workflows.
  • Updated path tracing behavior so overlay materials are skipped where appropriate.

Rendering and Visibility

  • Removed management of the “Show in Capture Only” flag to improve PIE playback and render review workflows.
  • Improved overlay material rendering behavior.
  • Improved path tracing compatibility with overlay material workflows.
  • Removed an outdated capture-only visibility option.

Platform and Release Readiness

  • Continued Unreal Engine compatibility work, including UE 5.8 validation.
  • Updated plugin support files and release metadata.
  • Added public-facing copyright and license term cleanup.

Summary

This update makes Ozone Subdivs more reliable for real production workflows, especially when cooking from Alembic or FBX sources, working with posed data, matching UVs and points, using modular skeletal meshes, recooking existing assets, and handling more complex subdivision edge cases.

It is all about making Subdivs easier to use, harder to break, and better aligned with the way artists and technical teams actually work.