I have a ground terrain for which I use tiled grass texture in Real-World Scale mapping in material. I want to create some spots on the terrain with mud texture. For this purpose I want to use VRayDecal with mud texture in Real-World Scale mapping. Some spots will be bigger, some spots will be smaller and for each spot I am going to use same mud material applied to VRayDecal. By some reason Real-World Scale mapping doesn't work for VRayDecal. It means I have to create mud material with regular tiled texture mapping for every VRayDecal, like one with tiles 4x4, another 6x6, etc. I don't want to do camera projection with multiple cameras and map channels. Do I try to make this in a wrong way or there is another way to do such task with VRayDecals?
Update. It looks like I can use VRayTriplanarTex map instead of Real-World Scale mapping.
Update. It looks like I can use VRayTriplanarTex map instead of Real-World Scale mapping.