If it's producing clean decal geometry, then it should work fine after export to UE4 or Unity (with some limitations in UE4 blending mentioned above in this thread and with some limitation for smoothness blending in Unity deferred). Been curious to try it!
@Obscura As far as I understood uv projection only works in 3ds max not ue4 if I'm wrong could you point me to ue4 setup? And what is the point of normal,base,rough blend decal? Its the same as using masked material And thanks.
I see, well, I was talking about the export towards UE4 from Blender using DM, which is done and works, but beyond that - unless there is a way to extent the dbuffer decals in UE4 similar to what bac9 has done with his unity shader - what you can do with the decals in ue4 is very limited(which I didn't realize at the…
If you are going to use UE4, then I'd recommend to approach it with layered materials. It would save a lot of texture samplers, for the cost of more drawcalls. But it would be easier to use later. I'm also planning to change mine to use that. About the uvs: UE4 can generate second UVs for you, and then you can export the…
I was talking about your tool :) It's been a while now but I seem to remember you mentioning you were working om making it work with UE4. Apologies if it wasn't the case.