I've worked in deferred rendering for many years as an artist, it's still expensive to do lots of decals, I was surprised to see the amount of mesh decals in Star Citizen and Doom. When we were working on Gears 5 deferred decals were a per pixel cost so the more you have on screen the higher the cost, perhaps SC/Doom…
interesting. Given your experience what would you say is a reasonable amount of decals per scene? Sucks to hear it's that limited :( I'm not holding out hope of using deferred decals on our project any time soon tho, so we'll still be cutting in much of our detail.
SimonT, it would require streaming for a large environment. Im not sure if Unity automatically unloads higher res mipmap levels when far away from an object. 90% of the objects in this scene have been baked into single textures with simple unlit shaders. The Baking resolution is about half the final resolution on most of…
Preview of a tool to convert Grease Pencil strokes into panel decals in DECALmachine. Blender's GP line tool, actually works on curved surfaces now, so I won't even have to port my Tape tool over. I hope there is a polygon tool coming however. https://www.youtube.com/watch?v=5EVeNv8iyNE There's also some MESHmachine at the…
render - that looks great! one problem i see though is the truck in the last image. parts of his decal are getting cut away as well. it would be great if the tool either tries to figure out the outline of an object it self or grants user authorization to spare the parts inside of an object.
It's just a matter of how many pixels they take up in screen space, so one huge decal will kill the performance. We were told to use them sparingly, I think in the hundreds per area not the thousands like I've seen in Doom. Alpha is really expensive in Unreal.
New personal project. More on the shaderstuff this time. Snow shader with basic refill. Dynamic heightmap based on screencapture2D / topdown and decals spawning. Super fun! Unreal Engine 4. It works very similar to this technique: http://www.slideshare.net/…/gdc2014-deformable-snow-renderi… https://youtu.be/oNwulbOM4eU
I'm cracking up! Well, I'm making groundcrack patterns to use as a base for decals. My plan is to use the pattern and draw on top of it. https://vimeo.com/202415468 I also added some beveling and pinching if you want more cartoony, rounded shapes. It also has thickness settings if you want to render it out and use it in an…
I'm still rooting for you Klunk :) Awesome to see something like this progressing. What do you think the performance of this would be on a 20k mesh with multiple cutters? Trying my hand at making a modifier that does something similar but with decals, still in progress. This sort of thing has so many applications . Thanks…