If you are making your own decals with the intention of baking then I imagine you could just atlas them in advance to solve this. The problem is that you can only specify one base texture and the decals are currently not atlas’d in a single texture so in order for this to work you have to manually atlas all of your textures. XNormal gives you the option of baking a base texture from a tangent space normal. The fact that the decals render as good as they do in Cycles(event though limited by just alpha blending) is a welcome surprise and makes the addon much more useful than initially thought. This is done very successfully and prominently in Star Citizen and Alien Isolation and this is the workflow DECALmachine is aiming at. You can then take your decal geo directly into your engine(deferred rendering) and blend individual channels (instead of just alpha blending as in Blender/Cycles). That said, the whole point of using decals(in combination with custom/weighted vertex normals), is to avoid having to bake normal maps. I need to investigate and research this in depth. The problem is the decal geometry can be rotated in all kinds of ways on the base mesh and so I don’t see a good way of combining decal normal maps with the baked base mesh normalmap. A possible solution might involve using world space normals in between. I don’t want to say its impossible, but I don’t think its straight forward or easy. I assume these decals can be baked to a normal map, right? in my workflow i use substance painter and heightmaps/normal map stamps for similar effects If you need to get in touch with me to report an error, report tool misbehavior or have another problem READ THIS FIRST. ![]() Discuss at polycount and Blender Artists.109 Decals, 64 Trim Decals, 1 Trim Sheet and 2 Atlases included.additional UV tools like Quad Unwrap, Box Unwrap, Mirror Trim and Stitch.change, rotate, move and scale trims at any time.cut trims into the mesh from oject mode using Trim decals.place trims or remove them - directly in the 3d view in edit mode.create Trim Sheets from existing texture sheets, or from Decal Atlases.bake Decals to their parent object’s UV space.utilize Trim Sheet detail to export anywhere, even forward rendering engines like Unity URP.create and use Decal Atlases to efficiently export to deferred rendering engines like Unity HDRP, Unreal Engine etc.in Batch Ops and Hard Ops), textures and node groups to keep Blender clean join and split Decals completely non-destructively to stay organized.take advantage of Decals being objects, by using modifiers like mirror and array.retain sharp details at all scales, independent of texture resolution, via UV-less object based detailing.benefit from parallax adding convincing depth to normal mapped Decals, even in realtime in Blender’s Eevee viewport.use Panel Decals to cut the underlying mesh.or create them from grease pencil strokes or edge selections.slice Decal panel strips “boolean-style”.place Decals on flat surfaces and project or shrinkwrap them on curved ones.store Decal textures on disk or directly in the blend file.enforce default settings scene-wide and change them quickly in the DECALmachine panel in the sidebar.quickly adjust height, object or UV rotation, panel width and type, and much more using the convenient modal adjust tool.create all four Decal types directly in blender, including batch creation of Info Decals from folders of images.library visibility management and preset access from the 3d view.unlimited decal libraries + flexible asset loader layout.advanced Decal materials using emission, transparency and transmission.automatically organize Decals in collections.automatic material matching, parenting, normal transfer. ![]()
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