Tore Lervik released a new version of his controllable mesh blending tool for Unreal Engine 5.
In case you missed it, MeshBlend for Unreal Engine 5 is one of the hottest tools in the community right now, developed by Tore Lervik and launched in August. It allows you to seamlessly blend any mesh with another and was used in Subnautica 2 to help shape the game's world.
MeshBlend works great with blending opaque materials, Nanite displacement, and even POM. Unlike RVT, which only supports mesh-to-landscape blending, MeshBlend enables seamless blending between meshes and landscapes, and even supports multiple overlapping landscapes. It also requires less setup than RVT and delivers better performance at scale. Compared to Pixel Depth Offset, MeshBlend produces more realistic terrain blending results.
Version 2.0 has just launched, easier to set up and use than ever before:
- MeshBlendActivator actor no longer needed (Actor will be removed in an upcoming update);
- Activator budget has been moved to a cvar called r.MeshBlend.ProcessBudget (Default is still 0.3 ms);
- Fixed editor artifact caused by different viewport buffer sizes in rare cases;
- Fixed some issues with packaging PackedLevelActors in 5.4;
- Added MeshBlendWorldPartitionRuntimeCellTransformer for 5.6 to support FastGeo in WP cell transformers.
You can learn more about MeshBlend in the documentation and purchase it here. Also, follow Tore Lervik on X/Twitter and join the official Discord server to stay updated on the latest news.
If you're a Blender user, you might be interested in Shahzod Boyhonov's AutoBlend:
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