So am I musunderstanding this? The base texture has no normal map to speak of, just the flat-normal sub-mapped bit. What if you want the base texture have it's own normal channel and the decals to overlay that normal (like a photoshop 'overlay' layer) , is that feasable? Well obviously it's feasable cos it's just maths but…
So how does in work in this case, where there are multiple materials under the faces with the decal material? More than that, even in a case with one material, how in the world would the decal draw the background with proper UVs (texture position, scale and rotation) without having any access to vertices of the underlying…
Yes and yes. Mixing would go in the same way, except the uv coordinates. The first input of the addition would be the triplanar normals, and the second is the decal normals.
@Obscura I think Count Vader is trying to do a similar thing to what I described. In your materials you seem to blend the additional normals within the materials, which poses a problem of masking. I think in CE3 it is possible to use mesh decals and setup the material to blend just the channels that you want. Edit: How…
Thank you for examples @Obscura ! What I'm having trouble is figuring out how to effectively produce this decal geometry as in my case welds are non repeating type for many assets I need to process. Above is just quick test with googled textures (need to make proper ones for best result). As you can see there are various…
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…
I'm not sure I follow what's happening with the projection step. You show a screenshot of a layout where a circular quad strip island (seam) and corner quad islands (rivets) are projected onto the unwrap of a cube, but that makes no sense since using that UV with the decal texture you are showing above will not yield…
Can someone explain how a Unity shader enabling this would work? Either a CG one or maybe a Shader Forge graph, no matter. I feel like I'm missing something because there is no existing system similar to UE4 material blending in Unity. There are existing examples of deferred decal implementations using Unity 5 Command…
Yes, exactly. You just need a small part of a panel line in your decal atlas. You can even change material, and do differently colored panel line on both sides. I did that with my example model, and thats require an extra edgeloop, and an extra drawcall, to change to the differently colored material "main material". But…
Cool, so this has a far simple material setup (which is great for me lol) But I guess less flexibility in terms of decal placement/movement and also harder to approach things like, say, rivets, where in the sub-object method you'd need to make just one plane and copy it all over your surface, whereas with this each one…