I have a static mesh (cylinder) with 2 materials applied to it…
How can I then add a decal onto that static mesh?
I have a static mesh (cylinder) with 2 materials applied to it…
How can I then add a decal onto that static mesh?
Hi,
With a decal material and a decal actor.
Create a material, set the blend mnode to non something opaque (masked, translucent, stain, etc).
Add a decal actor to the scene. Apply the material and you are done.
Beware: The decal actor must be lit directly. Indirect light will not show the decal diffuse.
A very nice post, incl a “workaround” about this can be found here:
https://answers.unrealengine.com/questions/25508/decals-not-rendered-without-direct-lighting.html
I havent touched any of my engine files (yet), so I cant confirm wether this works or not.
Cheers,
Klaus
Ah, could you give me a bit of a step by step.
I have added a blueprint and based off of decal actor… I go in there and assign a material…
How do I now attach, scale and position that to the Sushi piece?
Hi,
Blueprints are actually not necessary, unless you want to make the decal do something, or have something done to/with it.
Step 1. Create a decal texture, like this:
The nyou create a material asset and build it like this:
Now set the material properties like shown here (Instead of stain, also experiment with maksed and translucent)
No add a decal actor to the scene and orient it so that it projects on the mesh.
Assign the material to the actor
Tada
And before you ask: Yes, the decal is somewhat translucent (even with stain or masked settings). That is instrinsic to UE4.
And no, currenty there is no real workaround for this…
Cheers,
Klaus
Perhaps then I didn’t mean decal… I have a pickup that is moving up and down left and right, god knows where… I just want to add a texture on top of the piece of sushi (pickup) as I demonstrated in my image.
Ah, its a pickup… (new information)
In this case, simply include the sushi fillings in the basic texture. Make one texture/material for each type of roll.
Since a sushi roll is traditionally rather small (not like an oil drum), a 256x256 texture should be more than sufficient.
And in this case, blueprints might indeed be the answer.
But first, convert the static mesh into a moving one…
I havent dealt with BP yet, so I cant help you there, but it should nort be too difficult to set a material up. either in the construction script, or in the sushi-BP…
Cheers,
Klaus