romain.janil Posted February 4, 2021 Posted February 4, 2021 title says all, is it possible to decal (cut or blend) the receiving surfaces (eg: project some decal holes onto some other objects), so far I didn't find a way. Thanks
silent Posted February 5, 2021 Posted February 5, 2021 Hi Romain, What is the use case for that? I don't think that it's generally possible right now to achieve. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
romain.janil Posted February 5, 2021 Author Posted February 5, 2021 Hi Silent, mainly expending what's already possible to do with decals and fixed camera view projected textures(with some modified mesh_base shaders), (destruction, aging etc) I'm investigating how to port "on shot" efficient workflows for DMP, VP and so on in the engine. Anyway I guess all this will be simpler to achieve one material graph editor is released.
silent Posted February 5, 2021 Posted February 5, 2021 I guess so. If you also interested in testing the current material graph possibilities, check this forum thread: https://developer.unigine.com/forum/topic/7190-experimental-sdk-build-new-node-based-material-editor-with-sample-contents/ But current functionality is basically limited to meshes only (so, no decal material would be possible to create). Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
romain.janil Posted February 5, 2021 Author Posted February 5, 2021 cool, haven't seen this thread, I'll give it a try, thx
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