Decals fading with distance with cross pattern.

Hi, The decals are fading out in a crossed pattern when I move away from the decal used wall. This happens when I use 0.01 in the decal’s X size. If if change this to 0.05 then this fading happens when I move farther away, but this projects the decal on the floor too much. How can I change this behavior?

This (below) is what Happens when I move farther away. Thank you for your help!

This does appear to be a form of clipping due to the extremely small scale. One option is to set your floor to not receive decals. If this is not an option that works, I can take a look further to see what else I can find for you

Hey, thank you for the answer. Yes, disabling decals for floors does not work for me. The same happens with a separate mesh (plane) placed very close to the walls.

This looks like problem with depth precision. Try this console command:

r.gbufferformat 5

Here are similar questions:

https://forums.unrealengine.com/development-discussion/rendering/76233-scene-depth-precision

Hi, thanks for the response. The command you mentioned doesn’t help. But increasing the project’s near clip distance does help. I might encounter problems with the near clipping later but for now it works. Is there any other way I can solve this issue?

I don’t know a way to adjust far clipping plane directly, but you can try to make sure that your map is as compact as it can be, so Depth Buffer have less distance to pack (Which may be not how it works at all :)).

plus,

One of the workarounds can be realized with vertex position offset inside your decal material. And use of Mesh Decals:

basically you moving vertexes of custom mesh decal closer to the player’s camera when he moves away.

I had UE4 starter content skyphere in place which was huge. I’ll reduce it’s size to .01,
try reverting to the old near clip value and check if it helps.

I have looked into vertex position offset before when I was trying to use a parallax (I think its parallax i’m using the pixel offset for the depth) masked material on a plane on a wall. The mesh disappears into the wall when camera is oriented in steep angles to the plane. May be it is just parallaxing issue.

Reducing the sky sphere size did not help.