Yep, as long as this addon produce decal geometry, it works. I will try out this setup for Blender: HardOps + Vertex Normal Calculator + Decal Machine. Should give decent results.
So I gave parallax a try (thx to a polycounter fellow) in 4.15 , and it works fine with decals! But only when its a decal volume :neutral: On a mesh, it still doesn't work..
No-no, I don't mean to ask how materials inside the decal are blended - I'm asking how your decal itself is blended with the underlying surface. Is it the left or the right example in this image?
The triplanar mapping definitely helps in that the decals texture matches the underlying texture, which would be hard to achieve with traditional UVs. Another idea would be to use lightmap UVs for tilable maps and additional for the decals, where the unaffected areas would be moved to the part where there's no decal in the…
I don't think. If there is a decal type that can modify only normals, or do both if needed, then you would get into the same case with the Unreal decals. Pain to work with, if you use many decals, and wouldn't work for complex shapes. Later today I'll upload a detailed tutorial about this, a similar one to the custom…
Unfortunately parallax occlusion mapping in UE4 doesn't work with decal volumes and mesh decals neither. At least I was not able to get it working. There is that another technique when you cut the decals into the gemoetry - I'm showing it on one of the previous pages. Its like those heavily modularly textured "one texture…
I find it puzzling why this isn't possible with the deferred decal material domain within ue4 as this seems exactly whats needed for a clean solution utilizing d or g buffers. currently it appears when using deferred decal materials it seems to override texture coordinates and expect these from the deferred decal actor…
Thanks for the info marks! Unfortunately there isn't anything about this on the web. I'm almost sure, this is the first article about it. Leleuxart - The "traditional decals" wouldn't allow you to make panel lines, and would be hard to work with. Maybe this new example explains why. Okay so Count Vader asked if I made this…
The built in decal solutions in Unreal would be a pain to work with, with such amount of decals. Also, you can't use them in your modeling package, and you couldn't do things like panel lines with them.