Hi guys, for this current project I'm working on I wanted to use normal edge decals, I've followed this tutorial
I'll explain my set up,
I'm trying to add edge wear to this
Below you can see the deferred decal mesh which isn't applying the normal information correctly to the pillar underneath.
Below you can see in the world normal view what the normal map from the decal is supposed be applying to the pillar.
Here is my material set up for the decal (it looks like the opacity map is blank, but its not, it just musn't have loaded in)
One thing to note is that i sculpted the edge wear on a 90 degree angle,
rather than the 45 degree angle of the mesh i'm applying it to, but if
that was the cause i'd still expect to see some normal information,
albeit a bit wonky, instead of this -
If anyone has any insight as to why this is happening i'd be very grateful!
Replies
I'm actually having the same issue as you and seeing the same results. I can't find an answer to this anywhere either and it's driving me crazy. I'll do another test in the morning, but I'm 90% sure there's a bug with the current version of unreal that's making mesh decals render incorrectly over the top of other normal maps
I think the problem mentioned here is that in the world normal view, its rendering correctly. But in Lit mode, you can see that the normal isn't being applied properly. I'm also seeing the same results in 4.27 where the normals are visible in the visualiser, but are barely noticeable when lit
I've tested this morning with 4.26 and it seems to be the exact same as the OP. The mesh decal itself renders and is visible in the world normal visualiser, but in lit mode, the mesh decal barely holds up at all
You can see the normals from the mesh decal are there, but they aren't rendering the way they're supposed to be
Just a guess, I never tried it in Unreal, But based on how it works our engine your decal lacks alpha/ opacity mask and base color and roughness too that would override / block what material is behind it .