A decal that affects the opacity mask of the object its on

I want to make a decal that would punch holes in the target, be cool to push it the whole way with some bump offset and what not, I swear i seen stuff like this or in its vein but i cant seem to find a starting point

thanks scott, but not exactly what i was hoping for, I d stumbled on this style too and am considering it, but its major down fall is being tied pretty much exclusilvly to that sphere mask. and conversly just one or as he described a finite amount of them.

What my end goal hear is to reacreate the star citizen damage model style, or at least some of them. And if i can pass on mask info of sorts from my decals applied to the surface I could do some cool stuff Im confident

those aren’t decals, that game is just blending materials with masks. in order to do that, you would need to be able to paint on those masks with bullets in game, which is a problem with UE4… you can’t make a game where you paint on textures.

ue4 editor allows you to paint vertex colors in the engine, and it has light baking tools that paint lightmap textures, but you don’t have access to those tools in a packaged game. if you cook your game, the UV coordinates of static meshes are only available inside the GPU Buffers, not in the static mesh object anymore, and ray traces currently don’t supply UV information without editing the engine source, and even then, its not very useful because it returns coordinates relative to a triangle, rather than the normal UV space you would need for shader masks.

[New Wiki] How to get UV hit information back from Line Traces in UE4! - C++ - Unreal Engine Forums!

long story short, until UE4 has tools that allow you to paint on texture masks from within a cooked game, you cannot create that Star Citizen style accurate ship damage.


but if you don’t care about accuracy, there are ways to fake it with height maps. the locations and order of the bullet holes would have to be planned in the prop, so its not great for gameplay, but for cutscenes, or for enemies with perfect aim, it could work.

thanks scott,

yup Im aware those arent decals themselves directly and that its all the parameters of the materials. I realized that you couldnt paint vertex colors real time which was why i was hopefull i could pass some info on from the decals to the component they re attached to. Vertex coloring at run time would make this pretty easy though.

Well thanks for chiming in and helping confirm what i d been suspecting