Since epic is not using decal on fortnite, the decal shader is not the best it could be kekw. There is a thread about this problem here: https://polycount.com/discussion/202328/expanding-dbuffer-decals/p1 One work around would be to use 2 uv channels, but you would have to cut the ''decals'' into the mesh instead of having…
I'm just trying to understand your problem so I'm not giving bad advice. You have a regular texture with albedo, normal, roughness, etc. The top is your trim in which you need regular texture settings. The bottom is decals in which you need decal settings. If you change the texture to decal, it works fine but you can't use…
@icegodofhungary thanks. setting it to Normal in Decal Blend Mode with the mask plugged into Opacity I think is the closest Im going to get it. I lose the dirt/edge damage I had in the color/roughness channels, but I dont know how else to make it work. I can live with just the normal information.
Is every texture showing its edges or is it just the albedo? In other words, if you just use the normals does it show edges then? I had an issue in UE4 where I had to change each texture's compression settings (double click the texture, it's at the top, drop down box with an option for each type of texture) to get decals…
I have a trim sheet I created that has a bunch of metal handles/bolts etc. that Im trying to overlay on top of a tiling material that uses the same metal texture. The issue is, I cant get these to blend seamlessly with each other. You can see the edges of the floaters. Changing material to Decal in UE4 would work so its…