Normals on Triplanar Decals

Hi - Does anyone know if it’s possible to have normals work correctly on Triplanar Decals from all angles and when rotated? I’ve been doing some research on it and I can’t find anyone that’s solved it so I’m wondering if it’s even possible or a limitation Decals. I’ve seen normals work to an extent but they get messed up on some surface angles or when the decal or texture is rotated.

I’ve seen the doc for this tool (Decal Features | Decal Designer) but it suggests that to properly project the decal on all axis you can’t use normal maps.

Any experts got any thoughts? Thanks!

If you really want to know what the problem is

Now you see why it might be easier to get a marketplace product :rofl:

Thanks. Yeah I’ve seen this video, although he’s not using it with decals. The issue I’m facing is specifically related to decals

Right, but normals are normals, whether it’s material or decals :slight_smile:

Thanks. I’m not sure that’s right. I’ve been researching it and it seems like normals act differently in decals - something to do with using tangent space and not world space maybe. They project in one direction but the surface they hit can be in multiple directions. An object knows the direction of its surfaces, but it doesn’t seem like a decal knows the object it’s projected on.

I’ve tried some marketplace tools but none of them solve it. The link I sent in the original post shows that to have good projection on all surfaces, you just can’t have normals as they are already sampling scene space normal so you’d get into an infinite loop. Or at least something like that. It feels solvable but I’ve not found a solution.

You could well be right. I must admit, once these things get past a certain point, I just lose patience, and find another way of doing things :joy:

Ha! Yeah I hear you. I might be close to that point on this too. :wink:

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