Ok this is a silly question but what is the equivalent of decals in non-realtime rendering? Like if I was going to do blood splatter or a stain on a stairway in UE3 I would just create a decal actor and project it onto the stairs. If I'm creating something in max how would I go about doing this?
PS the stairway is just the easiest example I could think of, I just want to project a masked/translucent image onto complex geometry.
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Why cant max do this for me! I mean that's what decals in UE3 are :P
thanks for the quick response.
ETA: You COULD try doing some kind of projector light, with the texture you want . . .
any faces you dont want the decal to appear on, just scale those uvs down super tiny and put em on an area that is 100% tansparent so nothing shows up on them. or use a mask if you want to get a bit more complex like spung said.
edit: http://boards.polycount.net/showthread.php?p=828426
http://decalcreator.inlandstudios.com/
http://area.autodesk.com/index.php/forums/viewthread/16647/#83374
I also like Eric's idea of using conform to wrap a piece of geo around another.
But what I normally end up doing, is just copy some geo, push it so it floats above re-uvmap it apply the decal, if I plan on baking it I just use a second UV channel and the composite map material.
http://www.onnovanbraam.com/index.php?tutorials/composite_maps/
I also really like the script that Pea posted, but its for Maya, never been ported and last time I checked you had to pay a small fee. If I used maya more I would buy it, along with half a dozen other plug-ins to make it useful but thats another gripe for another thread.
x2 on this.