Understanding Material-Based Mesh Reorientation In Unreal Engine 5
Alina Ledeneva has published a new technical breakdown built around three showcase examples.
If you're a Technical Artist working in Unreal Engine 5 and looking for useful resources, Alina Ledeneva, who has been contributing to 80 Level for some time and recently continued her latest research into frame synchronization between the gameplay camera and SceneCapture, has published a new article.
Essentially, it's a breakdown of a material-driven mesh reorientation system built using World Position Offset and custom basis logic. It begins with the core mathematical principles behind the setup, then expands into practical extensions, including camera-facing geometry, target-based orientation, multi-pivot tracking on a single mesh, reactive foliage, and material-based animation for HISM crowd behavior. For the crowd scene, there's also a performance comparison against a skeletal animation setup.
Alina keeps the formulas to a minimum and supports each step with images and videos, so it's quite engaging to follow. Also, if any of the examples catch your interest, you can follow the scene title to Alina's portfolio, where each project is presented individually.
Alina Ledeneva
Alina Ledeneva
Unreal Engine 5 users might also find the Better Reference Explorer plug-in useful, which does exactly what the name suggests, as well as the SmartConform Pro tool, which quickly wraps meshes onto complex surfaces.
We also regularly talk with artists and developers about their projects: see, for example, how Paul Thureau and Adiyar Aidarbekov created Loot 4 Coconut:
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