What I usually do is to build a this kind of topology and then I just map it to the panel line on the decal atlas. Or you can do this...Then you have the panel line itself and the connection point separately in the atlas The first method works better in my opinion because it allows you to create any intersection shape.
I am not sure how blending with the underlying surface works in your UE4 shader (i.e. whether it's an opaque shader that does no alpha blending and just outputs a result duplicating the underlying surface for areas with "One around the button" material; or whether you're doing proper alpha blending that requires no…
The purpose of the UV projection, is to match the decal mesh UV's position to their real position on the main mesh, so basically you don't need any shader trick anymore, to match the decal's background to the underlaying surface. Yes, It produces one mesh with 2 UV maps, and those 2 UV maps that I am showing are the 2…
Thanks so much man, finally wrapped my head around this. So basically the biggest downside here I guess, is the fact that you have cut inside of the mesh and this way place the decals, so it's not as flexible to move them around as it would be with floating planes? I won't switch over to this technique, but I'll…
Thanks for the video Millenia, and also thanks to blankslatejoe for explaining how to do the UV projection method in modo; I wouldn't have figured that out. Luckily it's not necessary to do that anymore as the 4.13 method is simpler. And obviously thanks Obscura for figuring that UV projection method out in the first…
thank you @Obscura this is what I've got so I did like you have explained making main mesh, and decals meshes. Then for main mesh minimize the uv for uv chan2 and then again recreate new uv for albedo map and such on uv chan1 for the main mesh. and as for the preview I don't know if it's important but I have used dx shader.
Thanks akaChris, that's good to know, especially that it overrides the metalness value, so far I only used non-metals. I wonder why there is no blend mode that allows blending metallic and AO as well, not possible for this kind of decal or just not implemented? Regarding my initial problem, I think I found an acceptable…
So the main idea is what bac9-flcl was showing on his screens, that decal is overlaying on top of different mats. Now I have it opaque and with base material attributes, but I'm planning to use on that panel 4 different materials and I need to project only normal details and AO without base material attributes. Maybe I…
Yes, theoretically you wouldn't even need to cut the mesh if you place the decals where there is already enough geometry and it works. It's not very clean though as I said, but I'm not sure about using triplanar in practice and on many materials. I'd rather have geometry on top of existing one and blend the channels that I…
Aahh ok, I get it now. Haha I would have assumed unreal had a material type that let you do that, i see now what you mean about the decal thing being more technical than it seems. But yeah, thanks a lot for building that set-up, I intend to play around with it in the next few days.