But that also means I have no idea what magic is happening. I looked at your parallax shader network and decided it was so impressive that I couldn’t try and figure out what was going on because it was hurting my brain. Maybe it would be map driven, either created by the decal creator, or created from vertex group or weight paint. Or maybe it could just deform a lot less than the rest? I’m not sure if you could drive that or not. But if I could define just the top surface, on into the center hex area to not deform, that would be killer. So realistically, the whole screw head wouldn’t move at all. Something like a 45 gets to be pretty gnarly. This is just a 7 degree angle and it’s noticeable. In this example, the top face should remain flat. I put together a basic sample that shows the issue a little: You would still not want to put a giant screw on the edge, for the same reason you wouldn’t want to have a bump out be visible at a glancing angle for noticeably long (or at all). Obviously, you wouldn’t want the top of a screw head to wrap around to both of the larger surfaces.Īnd yes, just like the parallax effect, it’s going to break pretty quickly. So if you put a row of screws along an edge or something like that, then the plane and transition shape would deform to both flat surfaces, but the screw would stay looking planar. It would be cool, if possible, to add the bump map of the neighboring material as well.Īnd I’m not sure at All if this is possible, but it would be awesome to be able to select a portion of the decal to keep from deforming. So if you add something like a counter-sunk screw head, the bevel on top is suddenly smooth. I noticed the outer material (sorry, new, so can’t remember the terminology you use yet) matches the color, but doesn’t add the bump map. For Info Decal batch creation, we can setup name suffixes to detect name convention from other softwares? Thanks for hearing me out. Perhaps I can make a feature request to expand Info Decal creation tool to support additional texture inputs such as Roughness, Metalness, Normals, and Opacity/Mask. I was hoping I could use DECAL Machine’s placement, projection, and adjust tools to speed up the process. However, without DECALmachine to applied these quixel decals, I find it slow and cumbersome. So in this case, material matching is not needed (it would be nice if I can use the Adjust Tool to change the hue/saturation/brightness slightly). Of course, I use similar decals with materials that would be close to the applied surface to work. Things like Potholes, cracks, and even rusty drain gutters are applied on top of the road in this fashion. For the road, I’ve been importing the decal material/texture set from Quixel Bridge and applying it to a flat polygon. I mainly want to start decorating a street scene with stuff like graffiti and text labels with the added benefit of DECALmachine placement/projection tools, which works well with the Info Decals.
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