Home Unreal Engine

Working with decals

polycounter lvl 12
Offline / Send Message
Count Vader polycounter lvl 12
I have a scene that needs a shit-ton of decals in it, so I was just wondering , rather than saving each one out individually is there a way to create a 'texture' atlas that where the individual decals reference a certain area of it? Or does Unreal not support UV's for decal materials?

Also, is there a way to get decals to affect only one texture channel? Ie if i only want a decal that affects the normals of the underlying surface, but not the color or roughness, etc

I know a lot of this was addressed in this thread http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 but that has to do more with placing 'floater' planes and then creating a tri-planar projection material to handle relationship with underlying surface, but that tends to screw with the lightmaps when you build lighting.



Replies

Sign In or Register to comment.