No-no, I don't mean to ask how materials inside the decal are blended - I'm asking how your decal itself is blended with the underlying surface. Is it the left or the right example in this image?
Hmm, wait, so you have a slot for underlying material, and you have to change a reference in it if you want your decal to fade into e.g. plastic instead of metal background, for example?
I would if it would be possible in UE4, but it isn't :( Anyways, with the workflow you are describing, it would require a very simple material which I'm sure its acceptable in material complexity. I'll make an example material for this. Maybe today...
Yes, correct. The downside is that you have to cut in the "decals". Its harder to place them on the mesh. Here is the example for color blend, but you can use texture too. From here, its a simple lerp. And it would be that for the roughness channel too.
Full material: If you want albedo texture too, then you need the albedo texture parameter 3 times, and the same continue as what the roughness map has in my example (multiplies->adds->lerp), and you can connect the original tri-planar coordinates into them as uvs.
Makes sense. Ideally I'd prefer the shader not to require any information about underlying material at all. It should just blend on top - otherwise, workflow isn't really that fun to use, because you are forced to limit materials of underlying surfaces and are forced to configure tons of duplicate decal materials differing…
awesome example and great result using this technique! I`m curious, are you skipping lightmass altogether then, using only dynamic lighting? I thought unreal would rely very heavily on lightmass for good interior lighting results. haven't gotten around to testing dynamic versus baked yet tho.
Hey, i have a question about the decals in eu4, is it possible to make a decal that will project the entire normal map but the roughness and color just in some parts? i read in earlier comments here that you couldn't do that but the decal system changed quite a lot. Like in this example, i want to project the hole normal…