I do not use SD or DDO for this - after all, authoring a huge set of traditional per-object PBR maps isn't very nice performance wise. But one packed map is alright. So, as I've said, I only use UV2 for one texture on my side - for a packed map containing AO, cavity and curvature. I bake those out in xNormal. Using those…
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…
Count Vader - I attached the decals to the main meshes so the pivots and positions are always matching by default. I use triplanar projection in local space so it works on moving objects too, but it wouldn't work on a skeletal mesh for example, when a part of the mesh would move, it works only with whole object movement...…
Thanks for the info marks! Unfortunately there isn't anything about this on the web. I'm almost sure, this is the first article about it. Leleuxart - The "traditional decals" wouldn't allow you to make panel lines, and would be hard to work with. Maybe this new example explains why. Okay so Count Vader asked if I made this…
@Anchang-Style Hey, that's my post (still sore about making the "an" typo in the header haha). :) The text there is very simplified and has no insights you can't get from this very thread, so don't rely on it too much. What I referred to in the paragraph you're quiting is the traditional texturing approach with tiled maps…
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?
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?
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...