Difference between revisions of "Decal"
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For hard-edged decals use "[[Transparency map#Alpha_Test|alpha test]]" because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use [[Transparency map#Alpha_Blend|alpha blend]] instead. | For hard-edged decals use "[[Transparency map#Alpha_Test|alpha test]]" because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use [[Transparency map#Alpha_Blend|alpha blend]] instead. | ||
− | See also [[ | + | See also [[MultiTexture]]. |
== Decal Examples == | == Decal Examples == |
Revision as of 09:37, 10 October 2014
Decal
A texture with transparency on a floating polygon, so that it appears to be painted directly on the underlying mesh. When placing decals, care must be taken to avoid Z-Fighting.
Decals are commonly used for bullet marks, graffiti, broken edges, tire tracks, etc.
For hard-edged decals use "alpha test" because this is usually cheaper to render. If the decals must be softer (tire tracks in a racing game) then use alpha blend instead.
See also MultiTexture.
Decal Examples
- File:Decal$decals crytek.png <
> Using Decals for Destroyed Structures - from the CryENGINE Art Asset Creation Guide<
>Using alpha blended decals for broken concrete edges.<
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> - File:Decal$decals nyhlen.png <
> Broken concrete for CE3 (Tutorial) - by Valdemar 'sltrOlsson' Nyhlén<
>Video tutorials using Zbrush and Maya to generate tiled maps for broken concrete edges.<
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> - File:Decal$decals schreibt.png <
> Fallout 3 – Edges from Simon Schreibt<
>Investigating decal usage in Fallout 3.<
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>