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Decals fade off based on normal?

I would like to fade out my decal based on the normal/orientation of where I place them. (I place them by using ray trace location and normal). The result would then be that the ugly distortion, you get where it should wrap around but doesn't, get then fade off. I tried to come up with something by using the object orientation in the material and pixel normal but it didn't work out. It works with the decal I placed in the level but as soon as I hit play it doesn't work anymore. Like there is something funky going on with decal normals.

Any ideas how I can archieve that or is it impossible because of how decals work?

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asked Apr 17 '15 at 07:28 PM in Using UE4

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Davision
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avatar image HenningAx Dec 21 '15 at 01:37 PM

I would like to do the same, any solution for this?

avatar image sdi_mdudley Feb 14 '17 at 10:37 PM

I'm also looking for a solution to this. If we had access to the background/world normals then we could do a dot product of the decal normals and the world normals to get a mask.

avatar image Andrei Despinoiu Sep 04 '17 at 10:35 PM

Why would you want to fix something like this?

It looks great!

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screenshot.jpg (153.9 kB)
avatar image Davision Sep 12 '17 at 12:02 PM

Wow, I thought they would have some solution for it by now.

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