I haven’t created decals myself but I believe you need to create a material with the decal function enabled. You can then apply this material to a deferred decal actor which you then place on a surface in your map, such as a glass wall/window.
I don’t think decals work on translucent materials currently. You can do that example in only the glass material, btw, and it would probably be cheaper than a decal anyway.
You are either ignoring my posts or not seeing them for some reason, drezzed.
Forget about decals for this purpose. Make sure your glass mesh is properly UV mapped, then make your alpha mask for the shape you want to have on the glass and use it for opacity and diffuse masks.
Thanks , sorry I didn’t try your suggestion before!
I think I’ve done what you said, see the pics below - now, that obviously doesn’t look like a piece of glass with a sticker on it, how would I do that?
Do I need to add another colour (light blue?) based on the reverse of the alpha map or something? (it’s late and my brain isn’t working, sorry)
Now use that opacity mask as the alpha of a Lerp, and give 1 for A and 0,5 for the B values(or vice versa) then plug that Lerp into opacity. Currently the rest of your mask is pure black and pure black means completely transparent. For the rest of the values to achieve glass looks check out the glass material that comes with the engine.
I’m not sure if it help in any way, nor if it’s relevant, but when I had similar problem I just noticed that I was saving my TGA files in 24 bit instead of 32. Once I changed it everything started to work.
Hi there, im kinda new to this. And from the above i havent really figured out how to apply a defeered decal with a solid look to say a wooden surface or concrete. Can someone point me out to a solution?
After 1 day Searching i got 2 way You Can Apply Decal On Translucent Materials
you can make a blueprint actor and give your Decal Material On that and spawn it where ever you want …
– Note 1: the actor which you spawning decal on it if moving . simply “attach actor to actor” OR “attach actor to component”
–Note 2. THIS UGLY solvation just work on somethings Are Like Plan … so the BP_Decal you made will Fix on that … BUT if you have something like Circle , it will not work as you want
Way 2 (Recommended by ME ). All OF Us Know the Decals Will not Render On Translucent So what we can Do ?
→ Make a material then give the channel Surface And Masked.
then on Graph just give Some opacity To Opacity Input
Note 1. Engine Just Modify the Masked For Decals Which They Have Opacity Above " 0.4 " … (Care About That)
Note 2. You Can To Your Glass Some Color If You Want
EDIT :
Note 3 : You Have To Go Edit > Project Setting > Rendering > Anti-Aliasing Method To MSAA ( For Working Opacity Mask Between 0 and 1 )
The Mask make Problem With Niagara => if Glass is between your camera and Niagara … the mask material will Not Render That ( HAHA)