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    [FEATURE REQUEST] Decal Channels

    I know you (Epic) have something like "Decal Channels" on your To Do list since almost a year, but is there any update on it? At the moment we can only set whether a mesh will receive all decals or none - but there are a lot of possible options which would make it necessary that a mesh receives some decals why it does not receive others.
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    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

    #2
    Originally posted by John Alcatraz View Post
    I know you (Epic) have something like "Decal Channels" on your To Do list since almost a year, but is there any update on it? At the moment we can only set whether a mesh will receive all decals or none - but there are a lot of possible options which would make it necessary that a mesh receives some decals why it does not receive others.
    There is no news currently. We have a single bit to mask decals - mostly to have static decals not affect dynamic objects (think of walking through a dirt puddle).
    The feature would be easy to implement - we just have to find a bit or more in the GBuffer and expose the channel index to the decal and the object instance.

    We don't have the need yet and don't want to implement it without a clear application.
    Depending on your application you might need more than a few channels e.g. if you put object customization on many objects you might need more 8 bit.
    Other limitations might prevent usage of the feature e.g. deferred decals are not skinned - they look odd on skinned characters.

    A non deferred approach would help (forward decal rendering but still sharing deferred shading). If we go in that direction we would have the channel without any extra GBuffer cost.

    Regards,

    Andrew Hurley
    Andrew Hurley
    Engine Support Technician

    Wiki Tutorials Page

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      #3
      Hi Andrew,
      can you point where in the GBuffer there is free place for 8 bit mask for decal channels? I'm using UE4.9.

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        #4
        Originally posted by AndrewHurley View Post
        We don't have the need yet and don't want to implement it without a clear application.
        I see a lot of needs. Specialty when talking about modular meshes.

        - Road stripes
        - Road cars marks and variations
        - Walls leaks
        - (In resume), texture variations
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          #5
          need +1, please make it up!

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            #6
            This thread and this other https://forums.unrealengine.com/show...ecals-Channels probably should be merged or something
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              #7
              So has this been done now? I see these posts are from years ago and I still can't find channels for decals and really want them.

              One good example for a need is this (since you say you don't have a clear need): I have a Hull shape which is a very large mesh. It's curved at the nose obviously so If I want to use (large) decals on it the bounding box has to overlap the entire width of the hull shape. Now all meshes of the interior that are inside this hull shape will automatically also receive the decal and I really don't want that. I want to place other decals on those interior walls so I can't just turn of the decals on those.
              So this is a case where I really need channels for decals!

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                #8
                Also hoping we get to see this!

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