

NOTE: External Mesh is not available in the standard Immersive Calibration PRO which is distributed with the Ultimate. Both camera and projector based mapping are supported. Check the description for helpful timestamps if you’re looking for a section in particular. Users can provide a 3D model (External Mesh) of the screen shape and Immersive Calibration PRO will use this model to perfectly auto-align and edge-blend the projectors. Set each face point to be the average of all original points for the respective face. All the vertices in this mesh shall be called original points. Settings for each projection (via Main menu -> Wall. Start with a mesh of an arbitrary polyhedron. Due to edge blending and non-linear image mapping support, it is possible to create large curved displays covering 360 degrees, if required.
Edge blending with meshes full#
So yeah if you’re interested in the full breakdown of the distance field method here’s the video I put together. AppProjection is used to create multi-projector setups, that are commonly-used for virtual training and simulation systems.

You can still blend the material layers but wouldn’t get the benefit of the super soft edges that the PDO method gives you. in which each edge points to two vertices, two faces, and the four (clockwise and counterclockwise) edges that touch them. So definitely keep that in mind if you’re thinking of using it in a project. Using distance fields to blend in this manner has plenty of caveats which I discuss in the video, but one I forgot to mention is that half of this technique (pixel depth offset dithering) only works correctly with TAA enabled. The benefit of a constructor based approach is that it wouldn’t require modification of engine source OR the use of distance fields to handle the blend. Hello everyone There were a lot of questions on twitter about the Terrain Blending material I made for RITE of ILK in Unreal Engine 4. 7 Blueprints for additional touch to levels if desired. Blurring the edge: Blending Meshes with terrain in UE4 RITE of ILK. The material setup detailed in this first video is therefore using distance fields to drive blending.Ī third method I may investigate is a nifty blueprint construction script that can essentially vertex paint a mesh we want to blend with terrain on placement (line trace from some verts to the terrain to get material info and height?). Edge blending for much more seamless look. This is the first of probably 2 post&video combos as the ultimate goal is to modify unreal engine source so I can access the terrain height and splat textures at run time (something that isn’t currently possible).
