Catmull-Clark - Provides smoothing of the selected limit surface, although this algorithm has slightly different results than Modo's SDS Subdivide option. Developed by Pixar's Ed Catmull and Jim Clark, this subdivision type provides some benefits in that it distorts the UV map much less and you can apply Edge Creasing.

Fractal: Adds some randomization to the position of points after Modo subdivides them. This can be useful when creating organic objects such as rough terrains or rocks.

Max Smoothing Angle: Determines when the Smooth option should move the newly created vertices. If the angle between the original vertices is greater than the Max Smoothing Angle, the new vertices fall in the same plane as the original vertices. For example, with a cube that has right angles, if the Max Smoothing Angle is less than 90 degrees, the new vertices are in the same plane without any rounding effect.

Linear UVs: When enabled, interpolates new values by retaining the initial UV positions without smoothing. Use with baked maps (such as a normal map or a diffuse color map for a game character) that require fixed polygon positions. When disabled, the additional, newly created vertices from subdividing polygons require UV values (to not break the existing UVs maps), which are smoothly interpolated based on existing neighboring values. This provides the best, most pleasing results (except for baked maps).

Boundary Rules: Determines how to move the points on the boundaries of a mesh. Creasing produces a sharper transition between surfaces; smoothing produces smooth surface transitions.

Smooth All- Moves all positions on the boundary based on the smooth rule of Pixar Subdivision Surfaces.

Crease All- Moves the points that have two incident edges (valence = 2) based on the crease rule. Modo smooths other positions on the boundary by the two boundary edges.

Crease Edges- Moves the points that have two incident edges (valence = 2) based on the smooth rule. Modo smooths other positions on the boundary by two boundary edges.

Background Constraint: Select this to use a background mesh to constrain the subdivision. When subdivided, the mesh will attempt to mold itself to the contours of the background mesh. This is useful if you already have a mesh and you want another mesh to fit it.

Note:The effect is similar to molding over a background mesh by constraining to the background when transforming. For more information, see Constrain to Background.

The images below show an example.

A head mesh.A sphere is added to the layer above the head.The sphere is subdivided with Background Constraint checked,

Subdivide in the Procedural

Modo has a procedural Subdivide mesh operation available in the Mesh Operations list. In the Model layout, you can find the stack in the lower half of the Mesh Ops tab on the right side of the interface.

Sketchup Subdivide And Smooth

Note:For information on how to use the Mesh Ops tab, see Using the Mesh Ops Tab.

You can add the tool by clicking the Add Item button above the Mesh Operations list. Under Mesh Operations > Polygon, double-click Subdivide.
You can expand the Subdivide item in the stack by clicking the small arrow in front of it. This reveals the inputs the operation uses. Subdivide requires the following inputs:

Selection - Allows you to select the polygons you want to subdivide.

Tool Pipe - Allows you to add falloffs and sub-tools to the operation.

Sketchup Subdivide And Smooth Free

The procedural Subdivide mesh operation has the same properties as the traditional tool. You can find the properties in the Properties panel below the Mesh Operations list when the item is selected.