bergice - AutoBlend

AutoBlend blends meshes seamlessly into their surroundings using a post process pass and a small material graph change.
It will automatically compute blend IDs for meshes, but you can override them per material or per object if needed.

Documentation / Wiki

Unlike Runtime Virtual Texturing (RVT), Pixel Depth Offset (PDO), and other meshblend techniques, this effect works on any number of meshes at any position - not just where two surfaces meet.

  • Flexible placement: Works anywhere in the scene, not only at terrain or surface-level intersections.

  • No extra prep: No mesh vertex painting, RVT setup, or additional UVs/vertex data needed.

  • Scales well: Adds very little overhead, so it works efficiently even with thousands of meshes.

  • No compile-time changes: Drop it into existing materials without rebuilding shaders or the project.

Setup
  1. Installation

    • Click the AutoBlend button in the Unreal Editor toolbar to open the plugin window.

    • Install the plugin by clicking the Install button.

  2. Add the post process effect

    • Add a Post Process Volume to your level.

    • Add the M_PostProcess_AutoBlend material under Rendering Features → Post Process Materials.

    • (Optional) Enable Infinite Extent (Unbound) to apply the effect everywhere.

  3. Hook up the Blend ID function

    • Open your mesh base material.

    • Add the MF_BlendID material function node.

    • Connect its output appropriately for blending.

    • Repeat for all materials you want to blend.

Usage

AutoBlend automatically computes a blend ID for every mesh with the material function applied.
You can override this behavior:

  • Per Material Override: Set the Blend ID scalar parameter in the material instance (affects all meshes using that material).

  • Per Object Override: Set Custom Primitive Data [0] in the mesh instance settings for per-instance control.

Just bought your plugin, works pretty well for most cases. But I was hoping to use it a on landscape spline and it results patchy looking colors.

Hey, did you follow the installation steps? There’s an install button in the toolbar in the UE editor, afterwards you have to click to recompile shaders.

yep I did. It works fine on my other meshes, but landscape splines seem to create that pattern, even in areas where its not blending with other blend meshes

Something is reading the material ambient occlusion and drawing it to the final material color. Can you contact me directly so we can look more closely into what’s causing it? Contact - AutoBlend

Update: You need to run this command in your project console to fix the brightness issues: r.Lumen.ScreenProbeGather.MaterialAO 0.

Let me know if that works for you. :slight_smile:

1 Like

Can we get support for 4.27?

I’ve heard a few people request 4.x suppport so I’ll see if I have some time to get it downgraded.