This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Projected Decal

A projected decal is a decal projected onto a surface by means of perspective projection. You can create an instance of the image projected onto a surface from a single point as a cone. These decals are of the same scale in spite of how far the surface they are projected onto is.

Projected decals
Notice
Changing of the projection pyramid location relatively to the projection surface changes the size of the decal in accordance with the laws of perspective.

When the human eye views a scene, objects in the distance appear smaller than objects close by — this is known as perspective.

Perspective Projection

While orthographic projection ignores this effect to allow accurate measurements, perspective definition shows distant objects as smaller to provide additional realism.

Perspective Projection Pyramid

See Also

  • The DecalProj class to manage projected decals via API
  • A set of samples located in the data/samples/decals/ directory:
    1. deferred_proj_00
    2. deferred_proj_01

Creating a Projected Decal#

To create a projected decal, perform the following:

  1. In the Menu bar, choose Create -> Decal -> Projected.

  2. Place the decal on the existing surface (for the decal to be projected, the projection pyramid should intersect the surface) and specify the required settings:

    Placement of the Projected Decal

Editing a Projected Decal#

In the Node tab of the Parameters window, you can adjust the following parameters of the projected decal:

Node tab of a projected decal

Decal Projected#

Projection parameters of the projected decal:

Radius The height of the projection pyramid along the Z axis, in units.
Field of View The field of view of the decal's projector, in degrees.
Aspect The aspect ratio of the decal, in units.
ZNear The value of the near clipping plane, ranging from 0 to 1.

Decal Common#

Parameters common for all types of decals:

Bit Masks#

Viewport Mask A Viewport mask, specifying if the decal can be seen in the camera's viewport.
Intersection Mask The decal's Intersection mask is used paired with the cutout intersection mask of clutters and grass to cut out the clutter or grass in the areas of intersection with the decal (e.g. can be used to remove grass from the surface of a road projected using decal).
Notice
You can specify a Shadow mask and a Material mask in the decal_basematerial.

Visibility Parameters#

Parameters controlling the decal's visibility:

Min Visibility A minimum visibility distance, starting at which the decal begins to fade in and then becomes completely visible, in units.
Min Fade A minimum fade-in distance, across which the decal smoothly becomes visible due to the alpha fading. It is counted starting from the minimum visibility distance value, in units.
Max Visibility A maximum visibility distance, starting at which the decal begins to fade out until becomes completely invisible, in units.
Max Fade A maximum fade-out distance, across which the decal smoothly becomes invisible due to the alpha fading. It is counted starting from the maximum visibility distance value, in units.
Opacity Opacity of the decal. This parameter enables you to control whether the decal should be semi-transparent or fully opaque (by the value of 1).

Setting a Material#

The material selection:

Material A new material for the decal.
Last update: 2023-12-19
Build: ()