werner.poetzelberger Posted April 9, 2013 Posted April 9, 2013 (edited) Hi, I read the older thread about the decals on terrain, from 2012. https://developer.unigine.com/forum/topic/902-decal-artifacts/?hl=decal+on+terrain#entry5996 I have a similar issue with decal and terrain. As I want to use it to create various layers of suface materials, which I think would work out pretty well, I am wondering, if I can have the decals rendering over the terrain all the time. The settings for (in the Materials): Render Order did'nt do any change - higher render order (decal) should render it after a lower (terrain) - right? Changing the depth offset to 15 has a very good effect, but still show some small patches. (a even higher setting would solve the issue?) Is this 'Offset' setting mentioned in the old thread --> (BTW, in your sample I see you set Nodes -> Decal -> Offset to 1 unit. In this case a spacing between the terrain and the decal will be rendered. Decal->Offset=0 and Materials->Offset=1 (or higher value if the size is bigger) will render the decal "glued" to the surface without z-fighting.) the Depth offset in the materials tab? Edit: Playing around with all the setting like decal offset, lod of terrain and depth offset gives pretty good results. The question left open is, why the decal does not render after (over) the terrain, setting the Render-order parameters? (or is this just for transparent objects as described in the documentation: Order — sort order used by rendering transparent objects with alpha blending. Transparent objects should be set lowest order numbers and thus rendered first, while opaque objects should be sethighest order numbers to be rendered last.) Images: - the decalNear.png is the nice result at low cam distance. (Terrain LOD at 15) - the decalfar_lodfurter.png is the same settings but with a higher (100) LOD setting for the terrain - decalfar.png is the same setting as decalNear.png but further cam distance (Terrain LOD at 15) Best. Werner Edited May 13, 2013 by binstream
frustum Posted April 10, 2013 Posted April 10, 2013 We are working on deferred decals implementation. It will solve all offset issues.
ulf.schroeter Posted April 10, 2013 Posted April 10, 2013 Hi frustum, good news, will these decals also work on dynamic water ?
werner.poetzelberger Posted April 10, 2013 Author Posted April 10, 2013 Hello Frustum, sounds good. I guess with some practice tweaking the parameters (which I need to get) good results should be possible. So will try on further following this method. Atm I am finding out all the possibilities to create terrains with rich details. Decals could add a lot. cheers werner
ulf.schroeter Posted April 10, 2013 Posted April 10, 2013 I think it will be possible. Very good, would solve a lot of ocean rendering requirements (e.g. ship wake, splashes, etc )
werner.poetzelberger Posted April 24, 2013 Author Posted April 24, 2013 Dear Frustum We are working on deferred decals implementation. It will solve all offset issues. As we willl work on a high detailled terrain, i am hoping to use the decals generate variations and details, combining it with other methods. Can you please give an approximation, when the decal system will be implemented, and more important: Can I start using the current system, and update to the new system. Will this just remove all the issues, but keep the visual appearance the same? Best. Werner
frustum Posted April 24, 2013 Posted April 24, 2013 I plan to finish three decal types for the next SDK: DecalObjectOmni (same as current DecalOmni) DecalObjectProj (same as current DecalProj) DecalObjectOrtho (same as current DecalOrtho) DecalTerrainProj (fighting free decals for ObjectTerrain only) DecalTerrainOrtho DecalDeferredProj (deferred decals, no geometry) DecalDeferredOrtho And an analouge of mesh_terrain_base material for decals.
werner.poetzelberger Posted April 24, 2013 Author Posted April 24, 2013 Lovely, So I will wait and learn until then. Thank you best.Werner Re. learning: I am trying to Blend a Decal over a Terrain, using the blending modes. I cant get them to work. basically what I want to do is, Blend ONLY a Normal Map over the terrain to create a 'detail' in the landscape. Somehow I cannot get a MULTIPLY result Scr = ZeroDest = Scr color Scr = Dest colorDest = Zero Is this possible right now, will this be possible then with the new system? ... in the image the src is one (this is just because i played around), but it doesnot work, anyway. best. Werner
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