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- The mesh that is used for projection should contain a single surface. In case if the mesh contains several surfaces, only the one with the 0 index will be used. Thus, the area of the decal will differ from the initial mesh.
- The decals are always of the same size regardless of the projection box location relatively to the projection surface.
- A DecalMesh class to edit mesh decals via UnigineScript
- A set of samples located in the data/samples/decals/ directory:
Creating a Mesh Decal
To create a mesh decal
- On the Menu bar, choose Create -> Decal -> Mesh.
- In the file dialog window that opens, choose a mesh for the decal:
An exported mesh should have less than 10000 polygons.
- Press Ok button and place the decal somewhere in the world (for the decal to be projected, the mesh should intersect the surface).
Editing a Mesh Decal
In the Decal Mesh tab of the Parameters window you can adjust the following parameters of the mesh decal:
Also the most commonly used parameters of the mesh decal were placed in the Node tab:
Setting Bit Masks
A viewport bit-mask is available for the decal node:
|Viewport||A viewport mask, specifying if the decal can be seen in the camera's viewport.|
Parameters of the decal projection:
|Radius||The height of the projection box along the Z axis, in units.
|Mesh file||Path to the .mesh file on which the decal is based. If any changes are made in the current mesh, click Reload.|
Controlling a Decal
Parameters for the existing decal control:
|Load||Load another mesh for the decal.|
|Reload||Reloads a mesh specified in the Mesh file field.|
|Save||Save the given decal into the .mesh file.|
|Project||Project a decal onto the terrain (a decal must be a child of the terrain object).|
Life-time and fade-out parameters:
|Life time||A time period during which the decal will be projected, in seconds.|
|Fade time||A time period during which the decal will fade away (after its life time exceeds), in seconds.|
Parameters controlling decal's visibility depending on the distance:
|Min visible||A minimum visibility distance, starting at which the decal begins to fade in and then becomes completely visible, in units.|
|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 visible||A maximum visibility distance, starting at which the decal begins to fade out until becomes completely invisible, in units.|
|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.|
Texture Coordinates Transformation
Decal's texture coordinates transformation (a texture atlas can also be used):
|ScaleX||A texture scale along the X-axis. For example, by the scale of 2 the texture is repeated twice on one decal.|
|TranslateX||A texture offset along the X-axis. For example, by the offset of 0.5 along the X axis the texture is repositioned to the right (so that the edge of the texture is rendered in the center).|
|ScaleY||A texture scale along the Y-axis.|
|TranslateY||A texture scale along the Y-axis.|
Setting a Material
A material selection:
|Material||A new material of the decal.|