A decal is usually a new, unique piece of geometry that's spawned just above the surface. Whatever's behind it has no effect on the decal itself - the decal just draws on top.
Hey, What I want to do is put decals on to a shipping container. Im wondering if it is possible to have all of my decals on 1 256x256 and cast them all separately onto my model. The only way I have figured out to do this is to use different alphas for each decal. Is that the best way to deal with that? Thanks, Ben
I have a scene that needs a shit-ton of decals in it, so I was just wondering , rather than saving each one out individually is there a way to create a 'texture' atlas that where the individual decals reference a certain area of it? Or does Unreal not support UV's for decal materials? Also, is there a way to get decals to…
About decal actors... If it's a straight out masked decal with no transparency, wouldn't it be easier and better to use a flat card with a masked material on it instead of using Unreal's decal actor?
skayne: Not sure at all since I barely used decals but maybe it's because the camera enters the projection volume of the decal, try to put the decal volume closer to the wall.
Hello EveryoneI would like to ask what is the proper way of adding a displacement map in a decal when using unreal engine. I cant seem to find any kind of information and I dont quite understand how you can use it since a decal is not a mesh and when you create a decal node, world displacement option is turned off.
I have already tried changing the ini settings and turning on dBuffer decals and all that. My material for the walls and floor have white as the emissive color. When I detach the color the decal is visible. How can I get the decal to show up over the emissive color because I need both to work together. Please help!
I've made a simple bullet hole decal in ZBrush by sculpting in a box. I'm curious about the workflow of creating a decal out of this. How can i export it to a transparent diffuse and normal texture? Do you guys have any videos on this topic? Thanks for the attention! :) ps.: I'm also planning to do other decals, like…
My edge decals aren't matching the color of the material underneath. Its set up using Deferred Decal, Translucent, Default Lit. It looks ok and correct with certain light hitting it, but most of the time it looks like this and is always darker than the material its sitting on top of. Using UE4 and have deferred decals…