Using a blend material to apply decals is a terrible example? Edit That was in reference to simply applying the decals, I already addressed the edge dilation.
This is often an issue, and I'm no expert on the matter but you could try looking into edge padding your decals in photoshop. People talk about Xnormal having an edge dilation feature in photoshop which might be worth looking in to if you've got that installed, there's also "solidify" from here:…
I am texturing a hard surface modeled figure and want to add decals in a separate layer (Graphics etc). What is the best method for adding the decals? I know I have to use to Bitmap inputs (One for the image RGB with the pre-multiplied option disabled) and one for the Alpha (With Mono Channel Output on Alpha). Then use the…
Your decal should not have a white or black background, the color should extend to where the alpha is full black, hence Xnormal dilatation filter. Btw, as long as everything is on the same layer, you can set the padding to the maximum, there won't be overlapping between shells. from another thread, way it should be : If…
Thanks for the reply. I thought about the dilation feature/edge padding. But it adds an extra step and is far from perfect when decals are close together for example. I already apply the alphas using the Vray blend material. The problem lies with the difference between Straight (un-premultiplied) and premultiplied alphas…