XDECAL™ ****User-guide
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Table of contents
Decal popup
In the right-click (context) menu, there is the XDECAL™
option, which, when opened, shows a popup with the parameters of the selected decals.
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🚧 If you right-click on the decal gizmo itself, the decal popup will be shown directly, rather than the general context menu.
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The two top rows contain:
(De)activation toggles
The Extras Menu
The Extras menu ("three dots" icon) contains various additional options:

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Align mode: defines how the decal will align to the surface when dragging it via the gizmo

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Repair: restores/updates the references to the addon's node groups (e.g. for the cases when you moved your files to a different computer, or installed a new Blender version). After this, you would need to save and reload your .blend file manually

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Convert: allows you to convert selected empties or meshes to the addon's decals. For an Empty object, new template based on the current prototype material will be created (and if a material with the same name exists, it will be replaced). For a Mesh object, its first material will be used as the decal template, and projection volume will be estimated from the first UV layer. If the Mesh object has a valid Shrinkwrap modifier, projection volume will be calculated in local coordinates and shrinkwrap targets will be used as the decal's projection targets; otherwise, projection volume will be calculated in world coordinates and the closest object to the mesh's first vertex will be used as the projection target (if within the radius of the decal).

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Update: re-bakes the currently baked decals among the selected objects

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Sync collections: moves the decals among the selected objects to their projection targets' collections

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Replace materials: replaces the material(s) in the selected decals and copies the images and main properties from the original material(s). See also the description of a similar operation in the decal palette's context menu for a more in-depth explanation

Page selector

Page selector: the decal settings popup can have multiple pages, each dedicated to a certain aspect of the selected decals (e.g. Geometry, parameters of individual materials, parameters of some images...), and you can switch between them using the page selector dropdown.
Geometry page
Buttons and toggles:

- Dynamic/Baked: allows you to switch the selected decals between the dynamic and baked modes (if any of the selected decals is dynamic, it will display "Dynamic")
- Update: re-bakes the currently baked decals among the selected objects
- Template selector: allows you to swap in a different material or object to be used as the selected decals' template. The icon to the left selects the type of template (material or object), and the dropdown to the right can be used to search and choose the template. (Note: if the selected decals don't use the same template, this dropdown will display an empty value.)
- UV map: forces the decal to use vertex UV coordinates. If you use this option when the decal has a repeating texture, you'd likely want to enable Intersect too, to keep the decal geometry confined to its boundaries.
- Use scale: if the template is an object, its world scale will be taken into account
- Select: selects the projection targets in the scene
Click
overrides the selection
Shift+Click
adds to the selection
Ctrl+Click
removes from the selection
- Assign: updates the projection targets based on the selected non-decal objects
- Project: when enabled, the decal will be projected onto its projection targets. Which method (copied geometry or shrinkwrap) is used will depend on whether the template is an object or whether the Subdivision parameter is above zero.
- Clip: when enabled, removes the polygons of the projected geometry which are outside of the decal's bounding box.
- Cull: when enabled, removes the polygons of the projected geometry which are facing away from the projection direction.
- Embed: enables decal embedding (merging the decal's material with the materials of the projection targets).
- Occlude: when enabled, removes the polygons of the projected geometry which are occluded by / "in shadow" of polygons that are closer to the projection origin. This effectively lets you project a decal only on the closest surface within its projection volume.
- Intersect: when enabled, boolean operations will be used to calculate the exact intersection of the decal with the target geometry. This can be useful when dealing with uv-mapped materials, or when objects have large polygons (compared to the decal size). However, this is an expensive operation, so in most cases you'd likely want to bake the decal too. Also, keep in mind that intersected quads and ngons can sometimes result in different triangulations than the original mesh, and in those places the projection targets can peek through the decal.
Parameters:

- Mask name: if a vertex group with this name exists on any of the projection targets, the projection will be limited to the parts of the mesh which have the weight of this group in the specified range.
- Mask min: minimal threshold of the masking vertex group's weights.
- Mask max: maximal threshold of the masking vertex group's weights.

- Subdivision: the goal subdivision level for the decal's geometry. If the template is a material, the longest side will have at least $2^{|Subdivision|}$ segments; positive values of Subdivision will also switch the decal to shrinkwrap mode. If the template is an object, its decal instance will be subdivided until it reaches $2^{|Subdivision|}$ polygons.
- Aspect ratio: the width/height ratio of the decal. This value is determined automatically from the material's images when a decal is created or a template is assigned, so in most cases you won't need to adjust it explicitly.

- Range X: relative size of the decal along the X (minor) axis (e.g. a value of 3 will make the decal repeat 3 times horizontally at aspect ratio = 1).