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MeshBlend 3.0 is out! 🥳 This has been an ongoing project for a while but it is finally ready! The update brings improved blend quality AND improved performance! #gamedev Unreal Engine Fab
30,422 просмотров • 4 месяцев назад •via X (Twitter)
Комментарии: 16

@UnrealEngine @fab The lack of mesh blending in games makes me think they need this

@UnrealEngine @fab @Subnautica 2 launches in Early Access next week, with lots of blending! 🤿🐠

@UnrealEngine @fab @Subnautica Did you work on Sub 2?

@UnrealEngine @fab @Subnautica Not directly. But I made MeshBlend with them as the first customer. Their amazing artists helped shape it into the product it is today!

@UnrealEngine @fab @Subnautica LEGEND man thats super cool just quick question, what is actually blending the two material seams together?

@UnrealEngine @fab @Subnautica It's a post process shader at it's core. With a lot of things making it look good.

@UnrealEngine @fab Congratz! Looks great

@UnrealEngine @fab Awesome work! Now i just gotta find a unity version. Good work with the tool tho. it looks easy to use

@UnrealEngine @fab Congratulations! Can't wait to test it. Hey by the way @toreler Do you think this tech could be used in other ways too.. like using that red-white mask in the video to "add" lets say extra AO or dirt patches, etc. -- Imagine having moss and dirt growing. Just brainstorming here.

@UnrealEngine @fab I have toyed with the idea before! The hard part about using it more artistically is that it's a 2D image. Getting it to be stable seems tricky.

@UnrealEngine @fab Huge congrats! Updating it today! Great job!

@UnrealEngine @fab I still wonder why unreal engine doesn't just fund this and turn this into core feature at this point

@UnrealEngine @fab is this already available on fab?

@UnrealEngine @fab It's available over at More info and docs available over at as well!

@UnrealEngine @fab can it blend floating meshes? on a skeletal mesh? like can you force a blend with some masked texture? or does it always need to intersect?

The parts that blend need to be "next to each other" in the depth buffer. If you have that you can make it blend stuff on the same mesh if you can give it a different ID in the material. It's a bit of an advanced use case, but doable! Feel free to hit me up on Discord if you got specific examples! 😊

