Yes, absolutely. Landscape painting w/decals is supported.
PS: I didn’t receive a notification for this post earlier, sorry.
Yes, absolutely. Landscape painting w/decals is supported.
PS: I didn’t receive a notification for this post earlier, sorry.
Hi,
Any news on 4.22? The 4.21 version wouldn’t compile on 4.22 for me.
Thanks!
Will submit in 2-3 days. I’m hoping to integrate the workaround that @Der.Dominic reported for the morph targets issue in this post in some capacity (without a duplicate paint stroke hopefully).
Great news! Thank you.
4.22 ETA (With official fix for Morph Targets issue!)
Some great news for those affected by the morph targets issue discussed in various preceding posts:
The plugin has been redesigned in such a way that skeletal meshes with morph targets are no longer affected by any flickering.
It’s taken longer than planned to submit this as it’s a major redesign and still needs more testing. Update will be submitted tomorrow!
Sounds awesome!!
Have you submitted?
^ Yes, the update has been submitted.
Should be live soon-ish after marketplace review
Hey VSZ, first of all, all my respect for you.
My question is: Do i HAVE to create a second UV? I don’t have any overlapping faces in my UV ( i tend to never do that in characters at least ), so if that is the case, do i still have to?
Thanks in advance!
No problem, just use the "Don Mesh Paint UV0" material node which was made exactly for this purpose.
Are you sure your character has no overlapping parts though? Usually there’s a lot of symmetric parts in characters (left hand, right hand, left leg, right leg, etc) that may be clumped into a single UV islands to save texture space.
Hey VSZ, yeah, i have no overlapping parts. I encountered a weird problem: When using the separate RGB channels for different masks (only G and B actually), the layers overlap creating a sort of Substract or Difference effect, and reveal the base texture… How can i solve that? Thanks…
@**Default816 - **Thanks for the report.
Can you compare your setup with the sample project’s RGB masking example (the second Landscape painting booth)? That example accumulates each channel separately.
Ideally you shouldn’t need to use any special MatLayerBlend nodes at all, just the additive brush should suffice.
One difference is that the no decal is used in that example, though I can’t think of a reason yet as to why that matters yet.
Well, i did the shader setup as in your example, but still the problem remains. The color underneath gets inverted…substracted. I am attaching some prints for better explanation
It would be amazing if this were solvable and you would guide me.
Thanks!
Yeah, i’m an idiot :)) i did not use Clamp for the alpha masks… IT WORKS NOW!
Thanks again for this amazing plugin
@Default816
Glad to hear it works now
Thanks for sharing those screenshots of your WIP. Very inspiring approach and already brimming with great potential!
Hi, I am interested in this mesh painting plugin. However, when looking at the knowledge base I cannot see any BP nodes or C++ functions to remove a decal, only those to add them. But to remove a decal after it has been painted is a must-have for our project. Is there any way to remove a decal again with your plugin?
@haimat
Hi, Decals can be removed by simply erasing them like any other paint (by setting the Erase Mode flag to true on the Paint node).
You should note that this is not a logical operation but a raw per-pixel operation.
That means if you want to tell the plugin “please remove the last decal that I just added” you’ll have to manually remember where you painted your last decal and then tell the plugin to erase that with an Erase operation at that exact location, with the same brush size, same decal texture, etc. Depending on how complex your usecases are you may need to keep track of your decals (with a simple Array/etc) so that you know which decal to erase and how.
Hope this clarifies!
Thanks, but when looking into your knowledge base at the description of the paint node, I can’t find any “Erase Mode” flag.
Am I missing something?
Erase functionality was added in a recent release, the kb doesn’t reflect it yet. Here’s a newer screenshot:
Great, thanks for the clarification.
In my case that feature made my decision for buying or not buying your plugin.
So you might want to update your screenshots / KB to reflect that feature