I don’t know what the problem is in particular, but you could always get something like this
and see how they did it.
I don’t know what the problem is in particular, but you could always get something like this
and see how they did it.
Hello!
We working on an fps game and oir blood decals look weird if they splat on the floor. We use blueprint to spawn the decals. We use dbuffer decals right now and the material is using opacity, diffuse, normal and roughness. However the decal become gray with normal map and roughness or totally flat with lower opacity, like its just slightly painted on the floor.
We cant make it fully opaque at the blood (like a masked texture) or give it color when its gray.
If you guys have blood splats in the game, how do you do it in a way that shows the decal in its full potential with all textures and effects?