Glad you favored it.
The decals are unlit, so utilizing a traditional map received’t do something until you additionally calculate lighting. In such a case, you will get the reference regular and tangent utilizing the scenetexture node, and binormal from the crossproduct of these.
To get the conventional you need to use for lighting, Simply apply your normalmap to the reference normals.
The bumpoffset node ought to work as supposed if you need it to be offset within the path of projection.
I’m assuming this received’t work with Masked particles, right?
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It received’t, too early within the pipeline
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I figured, however I simply wished to double test in case there was a piece round. Guess I’ll strive cranking up the Opacity and see if that will get shut sufficient. Thanks for posting all of this for everybody
Hello anybody right here making an attempt to make use of the part renderer with regular decals? I-ve been making an attempt to make use of it however is doesn’t appear to work…
I imagine you would possibly have to play in to see deferred decals which were spawned utilizing the part renderer.
Nonetheless that’s not what this matter is about, so I believe it’s higher to make a separate matter about this query.
Hello, I used to be in search of this sort of impact that may comply with the floor of a terrain and objects, then came upon the phrases is decals and I discovered your superb tutorial, I comply with by means of every little thing however find yourself on this consequence. I take advantage of UE5. Is there something I miss out of your tutorial?
It’s onerous to inform from only a video.
It seems to be such as you’re maybe utilizing the normals of the form because the projection path, which causes the consequence to alter for those who take a look at totally different faces of that form.
Maybe the rework node continues to be set to rework to tangent house as a substitute of MeshParticle Area
Right here is my setup following the tutorial with none modification for now.
The place can I discover the rework node to set into the tangent house? sorry for my lack of information, nonetheless within the strategy of studying the phrases and technical issues in shaders/materials/3D stuffs
TransformVector is at the moment set to rework between TangentSpace and WorldSpace.
In the event you click on on it, within the particulars you need to be capable of choose supply and goal areas.
The supply must be world house, and the goal must be particle mesh house. (Or Particle/Occasion house in ue5 I imagine)
This makes it so we are able to work with information that’s being scaled and rotated with the particle.
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ah so there may be the place I missed. Simply modified it and works completely! Thanks a lot for the assistance and information +1 information added
That is precisely what I used to be in search of … besides my challenge continues to be utilizing UE4 / Cascade hahaha.
Are you aware if it might work with it, or if there may be an equal workaround to do “particles mesh decals” in Cascade ? Thanks !
@Ziltoid
It really works with cascade out of the field. Simply use cascade meshes as a substitute of Niagara.
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Heard trough the grapevine that 5.2 can have decal assist for niagara.
Lets hope that comes trough
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I had a bizarre factor the place the feel wouldn’t scale accurately with the mesh in a particle impact.
Noticed a video on youtube the place somebody tweaked this materials a bit. Labored on my aspect so right here it’s for those who want it.
One other comply with up.
I don’t know if I’m doing one thing mistaken or if this can be a Cascade drawback vs Niagara, but when I’m scaling the particle mesh in a single path solely ( making it a rectangle) and attempt to rotate it, it provides me some funky outcomes. I’ll attempt to deal with the rotation straight within the materials with some dynamic parameters I believe.
How can do withou utilizing texture UV node by utilizing float3 colour solely