Tore Lervik - MeshBlend

Documentation & Demo

MeshBlend brings next generation blending to Unreal. Blend any mesh with any mesh. Landscape, static meshes or even skeletal meshes can be blended.

MeshBlend enables controllable blending of meshes. It's been battle tested and is used in real projects with different art styles and requirements ranging from Indie to AAA titles. MeshBlend supports a wide range of scenarios and delivers a visually pleasing result at great performance!

Games, offline rendering cinematics and virtual production in Unreal are all supported. At its core MeshBlend balances performance, visual quality and artist workflow.

If it's a mesh, we can blend it

Features:

Latest information is available in the documentation

  • 4 preset blend sizes to choose from and use. Each can be adjusted individually

  • Easy editor workflow for small projects and up to AAA

  • Blend a few meshes, or every single mesh in the project. You decide

  • Great performance! Different quality settings for different hardware (Low, Medium & High)

  • Battle tested in multiple real projects from AAA to indie

  • Runs as a global Post Process shader just after the scene rendering. Before Upscale, DoF, Translucency and any other PP effects.

  • More examples here

Works with:

  • Opaque materials (Surface, SubSurfaceScattering, Two-Sided, etc)

  • Nanite & Nanite displacement

  • Decals & Mesh Decals - Decals blend as if they are part of the mesh

  • Static Meshes, Landscapes, Skeletal meshes and even particle - As long as they are opaque and write depth

  • TAA, TSR, DLSS, FSR - Works great with any temporal AA solution, upsampling and frame generation

  • Sequencer - Use overscan for best results

  • Other effects that run after translucency (Glass, Post Process effects, Fog, DoF, etc)

Questions? Check out the docs and join our Discord!

Limitations:

Please read the description about limitations before purchasing. It is important!

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