Video games need that !
Would love to use this tool! Can’t wait!
very nice work cant wait to try it out, you should put it on marketplace and make a little buck on your hard and awesome work
It would be nice if you could somehow turn this into a material function that you can just add to an existing material in order to inherit the functionality. Otherwise you’d have to re-work all of the materials for your static meshes to include this blending functionality.
Looks fantastic though. Especially like the idea of the Automatic blend material… that would save a lot of time over having to hand paint out the seams manually.
Cool! I’m from Kortrijk. I had considered attending DAE back when it started. Do you live in Belgium ?
There is a new Meetup group for unreal West-vlaanderen. Maybe you can join? There is also one for belgium.
Great work on the material! I can definitely use this.
Thanks for the info! Although I’m currently in Valencia, so I won’t be able to take advantage of that group for a while :D.
Congratulations ^^
Great job, i always look at terrain in BF one, and wonder how to achieve than in UE
Your tool is amazing bud
Where can i download it?
Hey, I found a clue about the “missing link” about this technique (how to find out the normals of the terrain around the static mesh) here at 1:42:48 https://youtu.be/eYDn2sQ8uKs?t=1h42m48s
Next step is to somehow blend the the normals of the of the static mesh and the normals of the terrain with the mask from ‘DistanceToNearestSurface’ Node for each pixel.
We just need someone to translate that into Material Nodes or HSLS Custom Node, please
Was this tool ever available, or does Unreal has something similar nowadays (2017)?
Congrats on being featured. Looks really good
I think what you have done here is a Great thing
I know my self others have looked at this and wonderd what can be done
but you are the one that did it
I wonder if you can make a blending tool that works with armor/clothing character blending
as a toon moves the armor/clothing cuts in to the toon body cuasing a graphic cut in to the charter
perhaps advancing your tool to handel this interaction would be an even greater feet ?
I wonder about stability/reliability and performance thou. Is it possible to make a Battlefront type of game with it?
Like in this video at the end:
I have to be snarky here, and ask: has you seen teh Unreal Engine before? Watched any of the showcase reels?
can’t wait my landscape needs this badly
Wow… This is looking soo usefull. Thanks for your work.
I love Unreal! I’m referring to Distance Fields. One or two rocks might work. I just wonder if it’s still stable enough for the production of a bigger game.
Because he said it himself:
“since Distance Fields can be pretty unstable”
Any update? I hope exams went well!
I’m working on a game project which includes a big physics based ocean. I initially used distance fields to render foam around objects. But I had to turn it off as it caused way too much of an FPS drop. With the distance fields disabled I now get a very stable 120+ FPS. With it enabled it would sometimes drop to 20/30. Distance fields will be a GREAT tool once it’s more optimized. And when it is I will definitely re-enable it again in the project I’m working on. But for now the sacrifice in performance is just much too high. Even when you look at several videos on youtube, most if not all of them will recommend not using distance fields unless you really really need it and the sacrifice in performance is worth it. Like for a purely visual project I guess it has a place. But if you are building a game and are aiming for stable performance, especially over a wide array of mahines, it’s still not worth it sadly. I really hope distance fields will become much more optimized and viable for games.