Tried out a bit more complicated decal geometry this time. Pretty easy to work with, I'm loving this. I think there are some interesting tricks that can be done with seams - for example, designing deliberate, complex intersections, ends, turns and other bits of detail which you can then bake out into the common atlas and…
Could you maybe post a step by step guide for Blender? I create a base object, then add a plane as a second object. Unwrap both. Then Use the data modifier (Source: BaseObject, FaceCornerData UVs checked) but this does not project the UVs in the right way. Eventually I have to join the seperate base and decal (plane)…
in preview 1 of unreal engine 4.13 it is FINALLY possible to have decals almost same way as in SC. It may be my lack of knowledge but i couldn't find a way to achieve effect where my bolt would be shiny in the center and just bent the surface of the underlying material on the edges. If anyone knows how to achieve this…
Usually there is no need for any transparency method. The tri planar projection can seamlessly project the main material onto the masked areas. I just do a lerp. If it require transparency for some reason, then an alpha test can work. Still, the projection solve it without transparency in the most of the cases. But that…
Hi Guys , the deferred decal shader DBuffer Blendmodes in ue4 only has 3 Dbuffers implemented in the c++ source color , rough and normal with a multi opacity spit out from the pixel shader with a float3.rgb each channel masking individual channels into the Dbuffer , this is using the EncodeDbuffer function in HLSL. you…
Yeah the dbuffer decals have promise but they need more work before they're ready to be actually used in production. I'm currently using a solution that involves having half of my texture sheet as a tiling section and the other half containing details for that material, and using vertex colour to mask and tint areas of…
Hey everyone! This thread has been awesome and some great work has been done here! I posted a question to Epic's AnswerHub. Seems like they are working on an official solution for MeshDecals! Unfortunately it is not a priority currently, so if you are using UE4 and want this feature shoot over there and upvote the post so…
Nice! :) Have you thought about including parallax mapping? Also are you planning to put this up into the asset store? Or want to share it for free? Anyways, my issue was the same as yours. There was no proper decal shader by default in UE for this, so this is why I came up with the own solution. I'll take a look again…
With a lerp. I simply sample the main material's textures in the decal's material(albedo,roughness, and a metalness parameter), and project them to the exact same place(tiling,shift) as where they are in the "main material". At the end, its like 5 textures. It still works with moving or rotated objects because the tiling…
@frmdbl Huh, maybe I'm doing something wrong. It's the first time I'm sharing a fork, so maybe I have to check some settings option or something. I have a look at it. In the meantime, I've created a post about it on Polycount and plan on keeping it updated as I make progress. Topic's here:…