I am currently having some issues with the blending of some decals.
The material editor to the right shows how it should look like, but in the scene, I only get a very faint outline of parts of the texture (check out the bsp brush with the decal applied to it). I have no idea why this is showing up so faint.
Note: If I hook the texture up to the emissive channel, it does show up, but I don’t want it to be emissive…What am I missing here?
I think I found the reason, although I’m not sure how this should work correctly.
The decals only seem to be visible correctly if they are hite by direct light (i.e. I put a point light in front of it). Indirect / baked lighting does not seem to work (The DBuffer options don’t work either, I’ve tried that).
So how do I set up the scene (a night scene in my case) so that the decals show up correctly even when only hit by indirect/bounce light?
I was irritated as the DBuffer blend modes were listedin the decal mat, but just not working -wasn’t aware of the required BaseEngine.ini tweaks. In case anyone else has this problem as well, here are the setting:
BaseEngine.ini under [SystemSettings]
r.EarlyZPassMovable=1
r.EarlyZPass=2
r.DBuffer=1