MeshBlend - A plugin for blending meshes, landscapes, etc in Unreal

This looks fantastic, I’m really interested in this!

It’s hard to tell with the web jpeg compression, but it looks like you’re doing some clever mirroring to blend across the intersection seams? It looks good and does a really nice job of maintaining the same apparent detail of realistic noisy assets.

I know you’re still developing it, but I had some questions if you don’t mind:

  1. Are there any artifacts when a foreground object (like a character) moves in front of a blended seam and obstructs the pixels behind?

  2. I’m assuming you’re using depth to blend and mask and effect, are there any artifacts if a transparent object or effect, like glass or smoke, passes in front of a seam?

  3. What’s the performance like, or how many ms is the post process adding to your test scenes?

  4. Do the screenspace blend sizes scale based on depth so they don’t appear to change width as the camera moves near or far? I’m guessing this is what the “Size” and “MinSize” values are for, with “Size” being the largest a blend can be up close while “MinSize” is for objects that are farther from the camera?

  5. You mentioned a complex actor needs to process each mesh, how heavy or slow is this process? Is it processing at runtime for actors within view or is it a pre-process baking step that needs to be run beforehand? I’m wondering about performance or build times for large levels or open worlds in a full production.

This looks great so far, and I’m really excited to see it progress!

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