MeshBlend 为虚幻引擎带来了新一代的混合功能。它可以将任意网格与任意网格混合。无论是地形网格、静态网格还是骨骼网格,都可以进行混合。
MeshBlend 能够实现对网格的可控混合。它经过实战检验,已被应用于各种艺术风格和需求的实际项目中,涵盖从独立游戏到 AAA 级大作。MeshBlend 支持多种应用场景,并能在保证卓越性能的同时,呈现赏心悦目的视觉效果!
MeshBlend 支持游戏、离线渲染动画以及 Unreal 中的虚拟制作。其核心在于平衡性能、视觉质量和艺术家工作流程。

如果是网状物,我们可以将其混合。
特征:
最新信息请参阅文档。
提供 4 种预设混合尺寸供您选择和使用。每种尺寸均可单独调节。
简易的编辑器工作流程,适用于小型项目乃至 AAA 级项目。
混合几个网格,或者混合项目中的所有网格。由你决定。
性能卓越!针对不同硬件配置提供不同的画质设置(低、中、高)。
经过从 AAA 级到独立游戏等多个真实项目的实战检验。
在场景渲染完成后,作为全局后期处理着色器运行。在放大、景深、半透明和其他任何后期处理效果之前运行。
更多示例请点击此处
适用于:
不透明材质(表面、次表面散射、双面等)
纳米材料及纳米材料置换
贴花和网格贴花 – 贴花与网格完美融合,宛如网格的一部分。
静态网格、地形、骨骼网格,甚至粒子——只要它们是不透明的并且具有深度信息。
TAA、TSR、DLSS、FSR——与任何时间抗锯齿解决方案、上采样和帧生成技术都能完美兼容。
测序仪 – 使用过扫描可获得最佳结果
半透明效果之后运行的其他效果(玻璃、后期处理效果、雾、景深等)
兼容性
支持的虚幻引擎版本
5.3 – 5.6
支持的目标平台
视窗
苹果
Linux
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)
Compatibility
Supported Unreal Engine Versions
5.3 – 5.6
Supported Target Platforms
Windows
Mac
Linux
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