Hi hallatore,
is your solution compatible with pcg placed meshes?
could you elaborate a little on the workflow?
regards
Hi hallatore,
is your solution compatible with pcg placed meshes?
could you elaborate a little on the workflow?
regards
Any news on the release date?
Release on GOLEMFAB?
Been a few hectic months with moving and other stuff taking up time.
SN2 has been putting it through it’s paces battle testing it for me. Without them it never would have been the thing it is today. There is still a bit to go, but can’t wait to release it on Fab!
Thats awesome! I can’t wait to see where this project goes! This plugin fixes one of the things that bother me about modern video games: seams in mesh geometry.
I signed into UE for the first time just to look at this and keep an eye on it. This just seems like such a massive tool for map creation so I can’t wait to see where it goes. I hope SB2 can help refine it to being the best version it can because it already seems pretty amazing.
Hello hallatore!
Amazing work here, looks really promesing.
I run a game development studio, and we would love connect and explore if we could use this as well.
Cheers,
Johan
really excited for this tool and it’s awesome that you’re code is running on a AAA title.
Amazing work man.
Any possibility of getting a hold of this early? How did the subnautica devs get their hands on it? It would be very handy as I put the final few touches on my project.
Cheers
just came to say I will also purchase this immediately on release!
Hello!
This Is incredible, and feels like a game changer. It’s such a step up in quality and usability from stuff like dithered pdo (wich by the way also breaks stuff like shadows and decals).
Just a suggestion… And I know this is asking for a lot since this is already an amazing looking product… But hear me out:
What about a world aligned custom grunge texture to vary the width of the transiton (or otherwise make it less uniform)? I feel that as cool as this is the perfecly uniformly large and uniformly smooth transitons still feel very CGI and need some imperfections/breakups. It already works perfecly when you blend objects with similar surfaces, like the rocks in the subnautica video, but when you blend different stuff, for example a rock with the sand landscape, the effect Is pretty noticeable.
Looks amazing! Is this portable to UE4.27 or is it a multi-pass post process effect?
I heard about this plugin last year but forgot about it. Then I noticed S2 had some kind of mesh blending and thought it was RVT. As soon as they dropped this vid I finally heard how they are doing it. MeshBlend! Cant believe they are using this plugin in their game. Not to mention seeing it work like magic was awesome to see. Cant wait to see this on Fab. Will be an instant purchase from me!