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How to correctly setup texture decals?

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  • How to correctly setup texture decals?

    I have this issue where the Alpha channel of the texture is not picked up properly:

    Click image for larger version

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    Instead there's white areas around the text and background is not the VRayMat Diffuse color but gray (the VRayMat diffuse color is blue)
    I expect the image to be "Placed" according to the PNG Alpha keeping the original VRayMat background color (original Diffuse color) intact.
    What I'm doing wrong?

  • #2
    Connect Image file node "Alpha" output to VrayMtl "Opacity" input.
    Win11 Pro 64bit, GTX 970, Standalone version: V-Ray Next 4.30.03,

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    • #3
      Originally posted by JuhaW View Post
      Connect Image file node "Alpha" output to VrayMtl "Opacity" input.
      This is not what I meant, connecting the Alpha will create a cut in the material, what I need to do is to change the background color of the texture for the whole material. I don't think this should be too much complicated???!

      Click image for larger version

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      Thanks!

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      • #4
        I had a hell of a time trying to figure this out. It's a somewhat convoluted node setup. See if this helps you.

        first, the decal alpha mask and diffuse needs to have UV repeat turned off and use "place" mode

        I needed to add a layer blend with a white color on the alpha mask so that the UV areas past the decal are properly masked off, otherwise you get a semi-transparency where the rest of the mask area is beyond the placed UV location.

        The rest of the setup depends on what you're masking or adding. My example I was making an engraved design on a piece of wood, so the decal was masking off a lighter version of the wood texture.
        Attached Files

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        • #5
          I have one in my material library.
          Click image for larger version

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          Win11 Pro 64bit, GTX 970, Standalone version: V-Ray Next 4.30.03,

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          • #6
            JuhaW, That's slightly different than a decal. The decal doesn't repeat, so you have to enable the transparency for the areas outside of the UV bounds of the decal. That's what I found tricky to set up.

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            • #7
              Thanks a lot!

              But I have a feeling that mapping a decal like that shouldn't be that much complicated, I mean that's the simplest texturing workflow.
              In the mean time thanks for the solution

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              • #8
                Sorry for the year old necro, but I can't make this work and since it's a reaction to this particular thread I'd rather put it here than create a separate topic that would be just a link to this one anyway.

                I tried to copy the settings but something is not right. Can you please take a look at it and let me know? I wanted blue logo on a red ball.

                For some reason I can't upload the Blend file, please use this Google Drive link to download it:

                https://drive.google.com/open?id=0B6...lhSeVVjRi1hVG8

                Edward

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                • #9
                  Edward_007 You can use the following setup to do what you are trying:

                  Click image for larger version

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                  You will need to wait for tomorrow's nightly to get the "Tiling" parameter, or just use the "Update Exporter". Notice also the order and type of the "Layered" texture inputs.

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                  • #10
                    Originally posted by Edward_007 View Post
                    Sorry for the year old necro, but I can't make this work and since it's a reaction to this particular thread I'd rather put it here than create a separate topic that would be just a link to this one anyway.

                    I tried to copy the settings but something is not right. Can you please take a look at it and let me know? I wanted blue logo on a red ball.

                    For some reason I can't upload the Blend file, please use this Google Drive link to download it:

                    https://drive.google.com/open?id=0B6...lhSeVVjRi1hVG8

                    Edward
                    You can also take a look at the decal node setup I have in my materials to share: https://forums.chaosgroup.com/forum/...lender-shaders

                    However, like poseidon4o says - make sure the tiling parameter is functional in your build.

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                    • #11
                      Thank you very much Poseidon4o!!! I really appreciate it!

                      Andybot_gc: Thank you too. Your library is amazing!

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                      • #12
                        For easier decals, its good to use second uvmap for it, then you can scale and rotate them also without messing your main material uv's.
                        Uv's which you dont want to use decals, move them away from your decal image.
                        http://puu.sh/Elg2J.png Click image for larger version  Name:	Elg2J.png Views:	1 Size:	1.47 MB ID:	1049113
                        Last edited by JuhaW; 25-09-2019, 10:11 AM.
                        Win11 Pro 64bit, GTX 970, Standalone version: V-Ray Next 4.30.03,

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