Heads up! A commenter in the UE4 forums brought to my attention that Epic finally did some work to integrate metallic & specular into DBuffer decals. They did it independently, though, so I had nothing to do with it. Here is a link to the forum post. And here is the commit on GitHub.
I don't. That's just the way TAA works. But this should rarely be a problem, because most finer decals will be mip-mapped away long before any AA solution renders them invisible. And I gotta be honest with you guys, I don't see much of a chance for Epic integrating this into upstream UE. It adds small but significant…
@Johnnynapalmsc You should check out @Millenia (who posted above) youtube video on setting this up from Max>UE4. I won't post the link here as I don't want to clutter up this thread. I also have a few Deferred decal tutorials on my YT channel.
Goal: Selective Blending Ultimately, what I want to achieve is the ability to selectively blend different channels of the decal with the underlying material. Examples: A metal bolt overwrites roughness, normal, metalness (usually) and color (in most cases) values. A crack might overwrite normal information and maybe…
Hi Andrad, I hope you don't mind me posting in your thread and asking a few questions. The issue that I have is way more basic than anything you spoke about here, but I think this is the right thread to ask it. :) So I can't really figure out why I am getting these artifacts when I am using no alpha blending and using…
Do you have any plans on implementing support for AO maps in the decals? Last time I tried UE didn't support it, but you could just get around it by including it the albedo, however that's not very PBR compliant. I'll give this a go once I get home, if you've got it all submitted and somewhat easily downloadable.
@andrad Here's the material graph. In terms of the response setting for the underlying material, actually it's my bad, I didn't read your instructions carefully enough and it was the default 'Color Normal Roughness' however changing it to does make all channels blend for the Dbuffer mode, but the Base Color of the decal…
@Johnnynapalmsc Since you asked about layered materials: EVERYTHING that's discussed in this thread and in the other one is already possible using layered materials. All the cool selective surface blending stuff is relatively easy going that route. It just has a number of drawbacks when it comes to performance and…
I'm sorry to hear that as I just started to get into using it for the last few days and it seemed to be very promising. I did some tests and while it wasn't perfect the decals blended a lot nicer than the default option in Unreal. I guess this is a conclusion you came to after the optimization pass you were talking about…
==============================EDIT 2022-11-09============================== I'm cleaning up and consolidating a bunch of accounts, so the GitHub links in this thread will soon stop working. I have included my commits as patches attached to this post, so anyone still interested in this can take them and try to integrate…