XDECAL™ ****User-guide


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Default material library


Basic materials

These materials come in handy when you just need something simple & lightweight

Chroma key materials

In these materials, transparency is determined by the proximity to a specified mask color (image's alpha channel is ignored)

Stencil materials

These materials treat the decal image as containing only a single channel (alpha and grayscale value are multiplied together) which controls the transparency and, in some cases, interpreted as a bumpmap / heightmap

<aside> 🚧 For stencil materials, you can adjust (and even invert) the range of texture’s grayscale intensities that will be mapped to 0…1 range, using the Remap (Bias and Range) parameters.

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<aside> 🚧 If you find the effect of Stencil - Bevel hardly noticeable, first try increasing the UV Radius, and after that adjust the Bevel Scale and/or the Remap parameters.

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<aside> 🚧 Bump/Bevel/Normal materials are intended to be used in embedded decals. If embedding does not work, please check your node setup: the BSDF/shader node(s) connected to the output need to be in the main material's node tree, and not inside a node group. If they are inside a node group, its contents would need to be ungrouped into the material itself (though keep in mind that ungrouping does not preserve the node group’s input values, so you’ll have to re-assign the corresponding values manually).

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Damage materials

Damage materials are useful for creating decals with an “old & weathered” look

<aside> 🚧 Default values for non-inherit materials, if you would like to go set back parameters without dragging a new material

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PBR Materials

These materials can make use of the most common types of PBR textures, outputting their values to the corresponding BSDF channels

<aside> 🚧 When importing decals from images on your hard drive, pay attention to the Multi Tex setting when using PBR materials. If it’s enabled, only images with file names containing the recognized PBR channel names will be considered for import (and multiple images which share the same prefix and only differ in PBR channel names will be imported as a single decal with multiple texture maps). If Multi Tex is disabled, you will be able to create decals with PBR materials from any images (a decal per image), but those images will be assigned to the image node corresponding to diffuse color.

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XDecal.UVW node group

Almost all of these materials (except for the Parallax PBR) use the XDecal.UVW node group as the source of texture coordinates for decal images. This node group calculates the transformed planar/toroidal coordinates (or falls back to UV map coordinates), and implements additional UV-manipulation effects which are displayed in the Decal Popup under the [UV Adjustment] label

[UV Adjustment] label


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