I’m trying to create a water puddle decal in UE5. One key component is this decal can darken the color underneath this decal instead of replacing it with a single color. Any idea or pointers on how to do this?
I tried to use the SceneTexture node but to throws the error “[SM5] (Node SceneTexture) Decals can only access SceneDepth, CustomDepth, CustomStencil, and WorldNormal.”
Sometimes just reducing the roughness to close to zero can give you that darkened effect (or reflective) - using something like the DBuffer Translucent Roughness Blend mode…
Thanks! I think I’ve seen this a while back. It uses lower opacity to overlay a black decal which works great, but I have normals plugged too for ripples in this decal, and lowering the opacity softens those ripples too.
I had a custom node working in UE4 accessing the gbuffer to get the base color, but switching to UE5 now the custom node just returns (0, 0, 0).
Hmm I just tried it and when looking at it straight on it’s hard to see any effect. When looking at an angle I can get the reflection but I hope to see some darker colors too. What does yours look like?
If you’re wanting a lot of puddles it can be much more optimal to build them into the materials themselves (that way it’s much easier to adjust the diffuse too).
I’ve got a tutorial and free material blueprints that do that at: (about 1/3 down the page)
The metallic did the trick! And yeah building it in the material would be a better option but we’ve already been using the decal workflow and it broke when we switched to UE5, that’s why I’m looking for a decal solution to this.