Using Deferred Decal Blend mode on a Mesh
Hello! I've been doing some research into the "Star Citizen Decal" Workflow and want to know if it is possible to do in UE4? (as seen in the Polycount thread here : http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p2)
The standard decal components + a material with deferred decal domain selected yield some of the desired results. You can have just normals/roughness/color project, so I assume it is possible to apply this rendering process to a static mesh.
Unfortunately it is not a feasible solution to have hundred or even thousands of decal components hand placed on an object in the blueprint editor.
It would be ideal to recreate something very similar to what BAC9-FLCL has done in Unity with a custom shader.(http://i.imgur.com/V99Zlwt.jpg).
The decal material can be blended over any number of underlying materials, and then selectively contribute/override Color/Roughness/Metallic/Normal properties.
Is it possible to re-purpose the DecalComponent projection method (FDeferredDecalProxy?) and materials and somehow apply that to a mesh overlay? -Or- Would creating a custom Unreal shader (.usf) be a more appropriate solution?
Thanks for your time!
asked May 04 '16 at 02:24 AM in Rendering
I see some explanation in the referenced thread but that might also be a guess on how it was implemented. In a deferred renderer this can be made without looking up the base material. Either framebuffer blending or a masked material can be used. I started that a few weeks ago - we call it MeshDecals (might change) and it provides all Decal material functionality on meshes (static mesh or Skeletal Mesh). It framebuffer blends GBuffer properties (non DBuffer decals) or DBuffer properties (DBuffer decals). The content creator needs to make sure the decal mesh is not floating too much but there has to be some offset to avoid z fighting. Is that what you want? I hope to get back to that task in the near future.
answered May 06 '16 at 10:11 PM
Star Citizen never being finished jokes aside, I wouldn't use UE4 decals for what you want to do. I would bake the desired options into texture(s) (think channel compressed offset sprite) and use coordinates to select which feature to show. If you just want to do colors, try substance instances (free) or simple mulitply vector colors on white masks then blend as desired. Decals are extremely expensive in the grand scheme of things. Hope this helps.
answered May 04 '16 at 05:37 AM
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