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

The plugin now works while in editor (And not just PIE). Was the top requested feature from environment artists.

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This looks great and your latest videos and screenshots look beautiful! I’m excited to get my hands on this when you’re ready for initial release.

If you don’t mind, could you show an example of what happens when something like a chainlink fence passes in front of blended surfaces? All tech has strengths and weaknesses, and I always like to know both where it’s best utilized but also what the limitations are so they can be planned around. I assume something a fence would be the absolute worst case scenario for a screenspace post process effect.

Good question, and It’s a good worst case scenario to test!

Obscuring the area that blends is one of the biggest issues with screen space effects. But it looks better than what I expected.

I think the main reason for that is that the effect scales based on available space. So when you obscure it, the blend fades in size. So it never “pops”.

The video is quite bad. When testing what I mostly noticed was the screen tearing from the AA.

Here is a couple of stills of me obscuring the sunken chest. If you look closely you can see that the blend with the sand is smaller when the area is partly occluded. You don’t really notice this in motion except from unrealistically high blend sizes.

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Hi, your plug-in is very useful to me. When do you plan to launch this plug-in?

Amazing work!

When can we expect the release?

will it work with the new fab megascans? I mean they now have a different parent material

Been reworking the plugin to have quality levels and support low-end and high-end targets.

Hoping to release it around end of year.

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what price do you imagine for the plugin?

This looks really cool! Will there be a noise parameter to affect the blend in different ways?

Will have parameters for most settings. Exactly which settings it ends up with depends on how tweakable it turns out. Still figuring out a lot of stuff.

Overall quality is improving!

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Any news on this? :]

Hi!

I’ve been busy moving the past couple of months. And battle testing it in an upcoming game. :eyes:

I want to wrap it up and release it in Q1. But moving and selling my old home currently takes up most free time :sweat_smile:

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In the mean time, here are some updated screenshots :blush:

So great!

A suggestion over here (if not covered yet): what about only blending a floor or ground, but not vertical objects? Or limited by a Z height? For example, you column near the wall to not blend with the wall.

Or for example, a table with objects, over a ground. Ground blending with table, but avoiding table with objects.

Every mesh has a optional meshblend size set. So you can have none, small, medium, large or extra large. The blending is based on that. It’s just that in my test level most things have some sort of blend size set. :blush:

So some ground props can have large size, a table medium and the props on top have no size.
In that example the ground meshes would have a large blend, and the table would have a medium blend with the ground. And the props wouldn’t blend with anything.

It does take into account slope angles, world position etc. So the blending should feel natural even though it’s a post processing effect.

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Managed to loose my landscape actors. :sweat_smile:

Some progress from today.

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OMG

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Just a quick question that might be not the intended usecase: Could this be used as an “RVT alternative”, because as far as I can tell there is no other way to blend color between two meshes. My usecase would be a platform mesh (like a floating island) that has grass meshes on top of it, where the grass meshes would get their color from the texture of the top of the platform.

Could this be viable via this (maybe with pushing parameters to the exteme) ?

It could, but it depends on the scene.

With RVT you can sample the color 100%, so you can have much more color transfer.

It would probably be more smoothing the edges, and less transferring the ground color. :thinking:

Very quick example.

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With some blending

I’m very excited for MeshBlend. I imagine infinite possibilities when I combine it with GOLEMFAB.