Hi!
I'm quite new to making environments with unreal. I'm trying to create an abandoned asylum room scene, and I´m trying to acheive a symilar look to the one of the walls from the following picture:
This kind of flaked paint look would be something I would like to achieve, and one possible solution which I'm trying is using decals. I´m just trying out different techniques, when I use the "dbuffer translucent color, normal" decal blend mode it looks "good" as in the following picture.
But as soon as I change it to "dbuffer translucent color, roughness, normal" the colors of my material change and it looks like this:
Any ideas on what's going on? also any alternative solutions on how to achieve the look I'm aming for would be appreciated.
Replies
Thanks so much for your reply. I just checked the roughness visualizarion mode, this is how it currently looks with the same effect on the final image as the one I previosly show. They are not a 100% roughness match in value but I don´t understand why is it causing such an extreme effect!
I switched off the srgb option on my texture properties and now it´s solved, because no matter what changes I did to the decal material it wasn´t displaying the proper values of my roughness texture. The buffer visualisation modes have been really helpful sorting this one out.
Thanks so much obscura for your help!! I