Interesting technique. I've been practicing it and I have a question. I see everyone is showing examples of decal quads on flat areas. But what if I want to map a bolt to a spherical body? Would you add more geo to the decal quad and conform it to the sphere? I'm doing something like this in UE4 and my decal quads have…
@CountVader @frmdbl Sorry, no idea. To do that you need control of what happens after you output that struct with normals, albedo etc. on the right of your graphs. That is, you need control over how exactly that struct is dropped into deferred RTs, so that you can selectively remove contribution to some channels. I don't…
After reading this thread a bit more, I am guessing that at the moment in UE4 if I want to have a for example screw decal that has its own colour but around it it blends to the underlying material jusf using normal map, I would have to use a layered material or create two planes for the decals, one just for the normal map…
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…
So I've spent a fair bit of time trying to replicate this using Modo and UE4. I figured I should post my notes here, for anyone who is using that combo of tools: Building decals: -Using the edge and polycenter/face snap will make building the decals pretty easy. Snap all the decals perfectly to the underlying model, and…
Very cool, I'm still trying to wrap my head around the basics of this whole decal techique (will probably make a test asset today) and am gonna be doing it in UE4, but that's great to know. Don't know if there's an analogous way to recreate this process in Unreal, but if I manage to get the basics down without my head…
Lots of interesting information in here, awesome. I'm especially curious about that UE4 setup. I found out how to do the UV projection in Blender (data transfer modifier) described in step 4 but I'm not sure I understand the whole process 100% already. Basically you just need to project the decals to the 2nd UV map that…
I finally gave this a bit more serious try in UE4 and created a test object and material. Haven't really used UE4 before, therefore this is quite the learning experience. Part of my plan is to be able to have dirt and wear for the decals as well. My problem at the moment is that I cannot blend albedo and roughness from the…
Does anyone know if this technique is now viable by using Deffered Decals in UE4? What is the current workflow using this technique? I'm also a bit lost as some people seem to say that they are using alpha maps for opacity and some are using another method, are both of them equally viable? The only way I personally got it…