Looks like I'm done. The two screenshots below show the same decal before and after implementing multi opacity. In the first image opacity is 1 for the whole material. That's how it looks when the opacity pin is just left alone. The second image shows multi oacity applied, providing different opacity values for each…
I misunderstood what you meant in the first post, I thought you were saying you had it ready to go so anyone could easily try it via the download links. I'll look into compiling Unreal and giving it a try in the next few days. Edit: I tried using your link and it's just returning a 404 error, I found your account on…
@frmdbl I have to wait for the engine to finish building, so i can only test in about two hours. But I have a suspicion that, if correct, can explain everything. In the screenshots you did above, did you use the view mode "Unlit" or did you use the buffer visualization view mode "Base Color"? I suspect it is the former, in…
@andrad I compiled the 4.20 version (from 2 days ago). I created a decal material with some quick textures. I think the setup should be ok, but no matter what I do, I can't get it to work properly. When I use the 'Selective' blend mode the Base Color just doesn't show, when I change to Dbuffer Translucent etc. (with…
Interlude: Translucency Sort Order One problem I noticed when stacking decals is that the sort order wouldn't respect geometry. You can see it in the image below. Even though the screws are placed well above the paint strip, the paint gets rendered after the screws and as a result overwrites the screws' color information.…
Ok thanks very much, for some reason I thought that the blank area of the normal map would act as an alpha, resulting to surrounding area being completely see through. And lastly, in terms of the 2nd part of my question, here a super simple illustration on what I mean: So the normal map is inherited of the underlying…
@Menchen Thanks! I'm afraid what you suggest is still not enough. Not only because of the examples I posted above and the limitations you mention, but also because of the fact that opacity still has to determine the weighting of the blend. Let's say I have an opacity of 0 and the decal normal blends with the underlying…
@Nosslak Well, the performance impact is something that became known only after profiling, obviously, but it seemed relatively clear to me from the start that chances of merging this into official UE are slim. If it was only the metalness in dbuffer decals and nothing else, there might be a chance that Epic is willing to…
Both, most likely. It usually is just the classes that have changed plus the classes that depend on those. But because the classes that deal with rendering are used pretty much everywhere in the engine, almost all of it has to be recompiled anyway. A full engine build should take between 1.5 and 3 hours on relatively…