Tore Lervik
@hallatore.bsky.social
460 followers 69 following 80 posts
Unreal enthusiast Creator of MeshBlend & MeshPack https://meshblend.lervik.com/
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hallatore.bsky.social
MeshBlend is finally here! 🥳

So proud to finally release what I've been working on for 16 months!

MeshBlend brings next generation blending to Unreal. Easy to use, fast and great quality!

Available on Fab for #UE5 now!
#gamedev #unrealengine
hallatore.bsky.social
The trick using vertex color (or any other mask) to shift the blend id within a mesh. This way the branches, etc looks like a separate mesh to the MeshBlend shader.
hallatore.bsky.social
Hard to see the seams in the final image.
hallatore.bsky.social
How to make branches and decoration feel like one natural looking tree in UE5 👀

Use vertex color to mask out the seams.
Then use MeshBlend to drive the blending between the different parts of the same mesh.
#gamedev
hallatore.bsky.social
How is it after having played the first one?
hallatore.bsky.social
MeshBlend 1.5 on Fab - Better noise, better controls, better setup and better blending!
Excited to bring this update just in time for #UnrealFestStockholm!
hallatore.bsky.social
lo-fi is the hardest since there is less noise in the image. But it works pretty well with that too
hallatore.bsky.social
MeshBlend ON/OFF 👀
hallatore.bsky.social
The blending keeps improving, so did some new screenshots for MeshBlend on Fab.
hallatore.bsky.social
Yeah the plugin doesn't care if you do it in editor or spawn stuff in the game. Can change, refresh, disable, enable blending on meshes at runtime.
hallatore.bsky.social
MeshBlend 1.4 just dropped on @unrealengine.bsky.social

Always working on that visual quality!
#gamedev #environmentart
hallatore.bsky.social
How many rocks?

MeshBlend started out as a way to make terrain look nice in games.
It has grown a bit since it's inception 17 months ago!

www.fab.com/listings/1f4... #gamedev @unrealengine.bsky.social
hallatore.bsky.social
At this point it's no longer uneducated/misguided people, but straight up a scam to get money from people..

I can get the "TAA feels blurry" crew. I've run countless games with DSR to get a much better visual quality. But there is a mountain between hunting that visual quality and these grifters!
hallatore.bsky.social
Performance is important and a big part of #gamdev. So how does MeshBlend fair in real projects?

Wanted to show a clip from the Dark Ruins Megascans project with blending on everything! ~0.07 ms on Low and ~0.16 ms on the high quality meshblend-preset on my Gaming PC

More here meshblend.lervik.com
hallatore.bsky.social
Feels different when there are no seams! 😄

Just playing with MeshBlend today.
#ue5 #gamedev
hallatore.bsky.social
I'm toggling the MeshBlend plugin on and off to visualize the scene with and without edges in the terrain.
hallatore.bsky.social
Our brain is incredible at detecting edges, to the point where too much visual clutter makes it harder for players to focus on what matters.

Blending meshes isn't always about making it look good but helping the important stuff "pop".

Used MeshBlend + "Find edges" filter to visualize
#gamedev #ue5
Reposted by Tore Lervik
mattsmouth.bsky.social
Hey gang - we have an opening for a Senior Shader TD at That's No Moon. We're looking for a tech artist that's proficient in creating shaders in Unreal, & who'd like to work with the environment team to help us make a kick-ass lookin game: job-boards.greenhouse.io/thatsnomoone...
Senior Shader TD
Los Angeles or Remote
job-boards.greenhouse.io
hallatore.bsky.social
How many rocks do you see?

Too much fun just doing pointless stuff like this on a Friday evening! 😄

MeshBlend for #ue5 #gamedev
hallatore.bsky.social
Seams always ruin those gorgeous photogrammetry pieces! Not anymore 🪄

MeshBlend on Fab - #UnrealEngine5 #gamedev
hallatore.bsky.social
It's a screen spaced effect in the end. So performance is great and it doesn't alter the actual meshes in the scene.

Part of why you can have millions of meshes blending in your scene without perf issues.