Anyone care to set up a small example in code? basically the decal shouldn't penetrate the floor, but still be able to be cast down if the floor is far away.
Charging by polygons is such a weird, arbitrary thing to do. I'd be able to make a decent 6k character much faster than a decent 2k character, for example.
For anyone into ZBrush there are some real gems here, LINK - 2016 ZBrush Summit - ZBrush 4R8 Presentation Example - https://www.youtube.com/watch?v=aHmWZey9r9g
Thats because the normal map is made out of gradients. If you want fully sharp lines, you could feed the result into a "round" node for example. or an IF.
Depends on the platform, on the view (fps or tps for example), and on a few other things, but the double or the triple (or even more depending on things) of the current is really acceptable nowadays.
Thats looking good to me, its depends where you will use them on. For example: in a realistic propose will not fit, but in a stylized scene, that will fits very well :)