Okay so I've set up an example... This is the test mesh: This is the first uv channel of the mesh, for texturing: This is the second uv channel for the decals. The parts which shouldn't have the decal textures, are moved to empty parts of the decal texture: This is a material setup for blending a base normalmap with the…
You can always detach the decals first after auto-selecting them by material-ID and then create automatic LODs from the main mesh. I suppose that the conform brush with a specific offset in 3Ds Max will simplify the process of actually aligning the decals to the mesh.
Yeah. One thing that doesn't visible on the material setup image is that I've set the texture coordinate of the decal normalmap to use the second uv index (channel). I can show an image from the material with color change too on the decals in a few minutes. :D
it appears to be a bug or at least an issue due to the... let's call it "first pass" implementation of mesh decals ;) I mentioned the issue in the answerhub but haven't heard back yet: https://answers.unrealengine.com/questions/485322/mesh-decal-limitations-or-bug.html -------------------------------------------- update:…
Great information! I would have question how to approach welds in perpendicular areas using decals. I'm struggling with proper normals for them. I'm using UE4 DBuffer decal material with alpha masked normal only but my main issue with his technique is how to handle decal creation when areas I try to cover are welds on…
Hey, just went thru this whole thing and I have a few questions 1. What's the difference between decals and simple masked material in this case (not in general) is it only a performance thing? 2. There is no way of using decals with POM? 3. @Obscura did you use POM or even decals? and how does your final setup looks in UE?…
I see, well, I was talking about the export towards UE4 from Blender using DM, which is done and works, but beyond that - unless there is a way to extent the dbuffer decals in UE4 similar to what bac9 has done with his unity shader - what you can do with the decals in ue4 is very limited(which I didn't realize at the…
just a heads up: if you are using deferred decals don't upgrade to 4.14. Scenes containing deferred decal materials have become highly unstable resulting in frequent editor crashes. I`ve submitted a bug report which can be tracked here: https://issues.unrealengine.com/issue/UE-38709 Unfortunately Deferred Decals don't seem…
So I took a look again in the newer versions of UE4, and the decal material domains can be used still only with decal actors, so unfortunately there is still no way to operate with GBuffer. :( A workaround would be to write a shader with hand I think. But I won't do that because I can't.