Not sure how decals work in other engines, but ours use coplanar geometry that is cropped around the texture space we're decaling. In our engine, we draw the decal last and so it appears on top. In Max, I have a hard time displaying this; I get Z-Fighting in the Viewports, and Renders will show one or the other on top. The only real work aroudn I've found is applying a Shell modifier with a very small Outer Amount in order to force it to draw last.
Is there a smarter way around this, maybe through FX id's or object properties or something? Some way to tag it as "draw last" or "draw on top" or something?
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These two tutorials cover it greater detail. I also think there is an official Autodesk promo video floating around, probably up on youtube?
http://www.3dtotal.com/team/Tutorials/decal/decal.php
http://www.cgrats.com/apply-decals-using-a-composite-map.html
I would love to have it handled like it is in UDK or Source, pick your texture, pick the decal tool, and click. Manipulate the "decal helper" to move scale and position it where you needed. I think there was a script that worked like that for Maya, and someone was working on a 3dsmax port... I wonder whatever happened to that...:shifty:
Eric - I'm thinking that's what I'm looking for. No way to get access that without pricy plugins, though?