werner.poetzelberger Posted June 11, 2013 Posted June 11, 2013 Hello. I have to ask the question again, as I am not able to create the desired result. What I want to achieve: Underlying terrain, Overlaying Decal. The Decal should only use a NM and combine it with the underlying terrain (or whatever) in that way, that the colour information of the DT passes through and the NM darkens/lightens the area. typical usage: footprints: http://www.cafepress...decal,674994383 or http://www.cafepress...decal,803276168 So the NM only embosses.There should be no other effect by the decal. the diffuse colour should be transparent. I was playing with all the blendmodes/colour alpha etc. but I couldnt get the disired result. The substitute is very useful as it uses the underlying normals, this is fine. I am just having troubles with the correct blends/combination. Pls, help me if someone knows the magic. Thanks. Werner
nat.harrold Posted June 11, 2013 Posted June 11, 2013 +1 - this effect for a normal mapped decals would be some useful magic
werner.poetzelberger Posted June 12, 2013 Author Posted June 12, 2013 I am basically betting on that possibility as I see it as one very useful method to get away with the simple terrain materials, by adding details using the decals. Unfortunately the terrain decals do not offer the substitue option, so they are quite unhandy to use. As well, the tiling issue is not solved (we solved it as our Programmer found the spot, what to change). Deferred decals do not offer masking with a second alpha. (Terrain decals would do that). It seems that all the features are a bit mixed/split. (At least what I wanted to use them for, they still dont offer the possibilities). Would really need some claryfication on that. Probably we need to dig in and starting modding the shaders (if possible). Thanks. W.
frustum Posted June 25, 2013 Posted June 25, 2013 What do you think about additional detail textures set for deferred decal base material with same parameters like mesh base material??
werner.poetzelberger Posted June 25, 2013 Author Posted June 25, 2013 Hello Frustum, I think, that the deferred decal is a good one (probably better than the terrain decal) to create details. When you talk about the detail texture option of the base material I see an 'Overlay' function, which I think, that this is exactly what we would need as a 'blend mode' for the Decal onto the underlying Objects. The Idea would be to create details only using normal maps and/or combined with alpha channels. (I think this is what the detail texture does if using a grey Diffuse texture and using the 'overlay' option?, but this only effects the material in itself.) But again, i think that the combination of the decal and the underlying objects is the crucial point. As now working on with the Terrain and the decals I find it very hard to find a combination method, which respects both, the decal material an the underlying terrain, as long as I do not want to just 'glue' decals onto the terrain. The terrain's function of the 'material' - the tile-able detail materials per surface offer an 'Overlay' and 'Overlap' method, which helps to combine different maps. Actually I cannot say much about the technical part as I do not know how to program it. I only can express it with images. Attached a PS file, which probably expresses better what I want to say. 2 layers, the first is e.g. the underlying terrain , the top layer the decal, which is 'modifying' the underlying just by 'embossing' some areas. (This is the PS method, I know that this is not translate-able to the shader in this way, it should just illustrate). The other image is, what I think the typical usage in realtime. Track-prints in the snow. And the other, again, the sand with the grooves, Maybe there is a way to get this functionality (via that what you mentioned), and even more? I would really appreciate if we can get a method for that. Cheers Werner NMDecal.rar
Guest slice3d Posted July 8, 2013 Posted July 8, 2013 Hello, Werner! As I know, currently deferred decals without diffuse texture don't take into account terrain normal map. Though, it's a good idea - I will add this feature request in our ticketing system. Thank you!
werner.poetzelberger Posted July 10, 2013 Author Posted July 10, 2013 Dear Slice3d, thank you. I guess that would be a great one! It would definitely combine the advantages of the deferred decals and the possibility to 'refine' landscapes normals with great details. Especially while dealing with surfaces like snow, sand, gravel etc. Cheers. Werner
Guest slice3d Posted July 11, 2013 Posted July 11, 2013 I've got an answer and I have to disappoint you. :( This feature is not possible in forward lighting mode - only in deferred shading mode (render_deferred 2) and only after modifying some shaders. It is unlikely that you are ready to accept all the disadvantages that deferred shading mode brings only to get this single feature. Although, you can get the result very similar to the one that you want to achieve by preparing and using different diffuse textures that will be used for your decals depending on the underlying surface. For example, if in particular place of the terrain you have dominating sand surface -> place foot step decal with the sand diffuse texture here, etc.
werner.poetzelberger Posted July 16, 2013 Author Posted July 16, 2013 Right, thanks for your answer. I am not sure if I want to change all the mentioned things. I will test the new added overlay modes for the decals. Thanks so far ! Best. werner
Recommended Posts