Procedural UV Mapping + Decals
4542 7 1- bhb
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I need help.
I correct maped a wall using procedural UV nodes.
Now, I want to apply a dirt-texture on top part of the wall… but the texture is tiled because the procedural UV mapping.
What would be the easy way to get it. (No complicated networks or wet maps)
Suggestions, tutorials links or example file , appreciated.
I correct maped a wall using procedural UV nodes.
Now, I want to apply a dirt-texture on top part of the wall… but the texture is tiled because the procedural UV mapping.
What would be the easy way to get it. (No complicated networks or wet maps)
Suggestions, tutorials links or example file , appreciated.
- brianBurke
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- bhb
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Thanks Brian, but I cannot reproduce your solution.
I always use Principled_Shader to output maps to UE4 game engine.
I modified the Principled_shader to wrap the base_color texture as “decal”,.. but nothing changes in viewport. ¿?
If anyone could upload a modified principled shader with the decal texture over base_color… would be very appreciated.
I always use Principled_Shader to output maps to UE4 game engine.
I modified the Principled_shader to wrap the base_color texture as “decal”,.. but nothing changes in viewport. ¿?
If anyone could upload a modified principled shader with the decal texture over base_color… would be very appreciated.
Edited by bhb - Sept. 11, 2017 20:58:08
- jsmack
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- bhb
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- bhb
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https://www.sidefx.com/forum/topic/49487/ [www.sidefx.com]
Another way in that post to generate true decals using the ray node.
But is not what I want.
-creates aditional polygons.
-dificult to place over.
Another way in that post to generate true decals using the ray node.
But is not what I want.
-creates aditional polygons.
-dificult to place over.
Edited by bhb - Sept. 12, 2017 02:45:05
- Olaf Finkbeiner
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- bhb
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Hi Olaf,
My idea was to bake all decal textures in only-one-texture, and then multiply it by the lightmapUV tile U1-V1 in UE4 (with TextureCoord index=1).
Use more Uvs as you said should be a perfect solution.
UV index0: difuse colors
UV index1: UE4 lightmap
UV index2: decals
The original post comes from here:
https://www.sidefx.com/forum/topic/50502/ [www.sidefx.com]
In that post, got to mix color+decal in mantra network.. but that didnt work for UE4, because the game engine doesnt reproduce the houdini networks.
I will continue investigating a way or tricky for the decal not be applied as procedural.
Here`s another thing I was working yesterday.
Using the bool node to cut primitives, and then , use 2 identical materials in UE4(+1 draw calls).
+1 Material for diffuse colors.(bottom)
+1 Same instanced material+decal included (top)
Better than ray node but the primitives are also divided.
My idea was to bake all decal textures in only-one-texture, and then multiply it by the lightmapUV tile U1-V1 in UE4 (with TextureCoord index=1).
Use more Uvs as you said should be a perfect solution.
UV index0: difuse colors
UV index1: UE4 lightmap
UV index2: decals
The original post comes from here:
https://www.sidefx.com/forum/topic/50502/ [www.sidefx.com]
In that post, got to mix color+decal in mantra network.. but that didnt work for UE4, because the game engine doesnt reproduce the houdini networks.
I will continue investigating a way or tricky for the decal not be applied as procedural.
Here`s another thing I was working yesterday.
Using the bool node to cut primitives, and then , use 2 identical materials in UE4(+1 draw calls).
+1 Material for diffuse colors.(bottom)
+1 Same instanced material+decal included (top)
Better than ray node but the primitives are also divided.
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