Hi everyone! Im pretty beginner to UE4 so maybe asking a dumb question but: after all, when all model will be covered with "details decals", does the bullet decals will work good? And it is possible to put some big dirt decals (like big splat of blood, etc.) which will cover all other detail decals?
Thanks but no. The parallax function works fine with surface material domain, but not with deferred decal. At least not in this standard way. When I've set it to deferred decal, it had like a huge offset, and it really didn't look correct. I tried to play around with the depth and reference plane parameters but it didn't…
Adopting to 4.13 and mesh decals instead of projected 2nd uv channel decals comes with a lot of restrictions unfortunately. One of them is that in cases where you use Color (Albedo) in the decal shader, you override the metalness value of the underlying material. it's also not possible to do metallic decals since metalness…
Nope, actually the weird about the textures flickering is that it doesn't involve the textures in the models I am using the decals lol. It's a random texture which feels weird, seems like a bad topology problem tbh (it's not even my model, it's just a random scene in unreal), but before I click on "activate" on the…
Also consider object scale. You could have very large objects (like vehicles) which use tiling textures (and fwvn where it makes sense to do so) broken up with decals. So you get the benefit of super-efficient texture use while not being limited when it comes to adding unique details wherever you like. However — I've just…
I've just been playing around with this - very cool, and thanks for the video @Millenia. Only question I have is, is it possible to have edge wear on these decals while keeping the underlying base colour of the main mesh (and using the base colour of the decal material as the texture for edge wear)? Wasn't quite sure if…