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Decals not showing if emissive color is set to 0?


So, it seems that my decals are not showing up if there is no emissive color value greater than 0. This means that whatever I input in Base Color is not doing anything.

For example, a simple color of (0.5, 0.1, 0.1) for base color doesn't show up in my level. alt text alt text

If I however plug in the base color into the emissive value, I do get the decal to show up. alt text

This means that if my base decal texture has black in it. It will not display the black on the wall as if it was painted. because a value of 0, 0, 0 means don't emit any light. alt text

Which means I can't do simple stuff like this, which is on the Content examples (UE4.13)! alt text

I tried to migrate the decal from the Content examples to my project. But still the same issue. alt text

Some extra information. I am using UE4.14, compiled from GitHub. Using the Forward Rendering option, with MSAA.


Product Version: UE 4.14
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asked Dec 29 '16 at 07:25 PM in Bug Reports

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avatar image Motanum Dec 29 '16 at 08:18 PM

Okay, So I just tried out in a new project on UE4.14, same engine as the one in my original question. Left logo is just base color, and Right logo has some extra information. That is what I want on my original project. This was NOT using the Forward Rendering. alt text

I later changed to forward rendering and restarted the project. I waited for it to load and recompile all shaders again. Same result as in my project. alt text

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Well. I figured it out thanks to this question. https://answers.unrealengine.com/questions/524980/decals-in-forward-rendering-for-vr.html

You must change the Decal Blending Mode to use the DBuffer. I do lose a lot of functionality, Like metallic value and emissive color. alt text

It works now. alt text

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answered Dec 29 '16 at 08:21 PM

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avatar image Ed Burgess ♦♦ STAFF Dec 29 '16 at 08:45 PM

I deleted my OP since we both basically had the answer posted here. In your case all I can really suggest is layering a normal deffered decal with a dbuffer if you want to make use of the emissive.

Currently we don't support metallic input for dbuffer decal and that isn't something that will work with my proposed workaround. There is a feature request that has been put in for this here: https://issues.unrealengine.com/issue/UE-36896

Feel free to vote on this issue, this is how we gauge community interest when finding time for features to implement. Also, I'm going to leave this


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