I saww this was reporten in 2018, but it still doesn’t work. I was using layered materials with a Corona Multimap to vary the mask, but this doesn’t work currently. It would be nice if this was added the same way as with other materials.
Can you explain what exactly your setup looks like and what kind of result you are after? Screenshots showing your material setup would be great.
Hi, yes, I have this decal with some text, where I use the layered material to vary between different decal text. And I’m using a CoronaMultimap to swap out the text mask. With this I can change the material on all tags at once. But since it is not working I need to make unique materials for every Decal and therefor a lot more tedious to make changes. Hope this helps
Sorry for the delay. Perhaps I don’t understand your setup, but it seems to be working fine here.
I am using a similar setup to yours. Multiple decals projected onto multiple boxes. Multimap in “Object GBuffer ID” mode. Each Box object (not Decal object!) has a different ID assigned using right click > object properties > object gbuffer id.
As you can see, different opacity masks are used on different boxes, depending on their ID.
Also, if you project a single decal onto multiple boxes with different IDs, that single decal will use multiple opacity masks (as expected).
I am using Corona 10 RC1 but will check if the same thing happens in V9.
Update: it is working in V9 as well. I will need to know more about your setup to understand what seems to be the issue.
thank you for doing this! Ah I think the error is that I misunderstood what object should have the different gbuffer ID. Because I changed the gbuffer ID of the decal, not the object itself.
No problem! I understand it can be confusing.
On the other hand, it seems that there is no way to specify which exact decal should be using which exact material.


