@NoRank Here's a list detailing where Mesh Decals are at at the moment. It's written by Tim Hobson at the UE answers forum. It seems to be a sort order/early Z-buffer pass issue. Here are the limitations that I'm aware of. Areas tested with mesh decals: * DBuffer and non DBuffer decals * emissive * WPO * Static and…
Found a bug in mesh decals workflow for Unreal 4. Everything seemed to work fine , however i have in one room one very huge mirror . So i used planar reflections to make it look more correct and cool. However it appears that the planar reflection does not reflect any of my mesh decals on the opposite side wall. Someone…
it is quite nice step towards what star citizen is using but there is still room for improvement. World aligned texture doesn't work if you set material domain as Deferred decal.
Thanks for the share, love it! Question, do you need to add a draw call to the decals when you view the object from a distance? I am going to give it a bash, looks like lots of fun :)
wait it doesn't overlay the normals? as far as i know the cryengine mesh decal shader does, isn't that what this was meant to emulate? I hope it does overlay the normals or at least have some transparency/dithering to blend between the normals i'll have to play around
@agitori To revert this, having enabled Dbuffer Decals: go to the root folder of your project(as the option is per-project)>config folder>open defaultengine.ini>search for the line r. DBuffer=True and change it to False. Unfortunately, this is not a solution as you can't use the option in the project but, try again with a…
We used this method for a ton of assets on Black Ops 3. The benefit is you can get away with using and sharing a lot of generic tileable materials across your entire game that aren't unique to each asset saving a lot of memory on texture streaming, disk space, etc. Then creating decal sheets of trims, vents, pipes, etc…
I guess you could also use triplanar projection for the detail normal map in both the decal shader and the main shader to make sure they match up perfectly, though it'll be a bit costlier as well and you'll run into stretching issues at some angles. I'll probably just try and work around its limitations rather than making…
No baked normals, just some custom vertex normals on the chamfers. You're right in that the main benefit of this technique is massively decreasing the texture footprint of your project, but it also works faster than having to bake unique normal maps for every single asset. You can also get much higher resolution results…