@Tmammela what version of UE4 are you using ? in current release deferred decals are bugged and rarely working making it unsuitable for most projects.
Also you can add the roughness/metalness by baking masks or making them in Photoshop. Its what I did for my latest project. 90% of my personal decals are either just normal detail stamps or colored logos but I understand the need for your request.
For me DecalMachine is very userfriendly. It just requires you to spend some time reading the documentations to fully understand its capabilities.
@PolyGreen I tried to search the documentation and examples and nowhere did I find what I was looking for. Maybe Iām dumb or the documentation hard to use. But you seem to know this addon better, so I ask you:
what do you mean by ātransferā ? and why would you need D3calmach3 if you already have the particular decal you want ? to display them in Blender, or maybe to pack them into an atlas texture ?
I think D3calmach3, as is now, has a purpose for sci-fi/mechanical models only; for these types of models normal/mask/color is all you need imo.
You could always manually pack these organic decals in Photoshop with decals from D3calmach3.
All you have to do is pick one or multiple objects with UVs and Decals and hit bake.
There is an option to automatically preview any or all of the main texture maps (Color, Normal, AO, Subset Mask) directly on your objects.
You can then also easily restore the original state of the materials again.
Note, that his does not actually bake the object colors/materials. It only bakes the decals themselves.
Any progress with atlasing since 1.8? Iād love to use this to make and apply decal sheets for a uv-less game art pipeline, but it doesnāt seem like that can be done currently.
Iām getting a strange thing with DecalMachine in 2.80 where each time I access it, it starts rebuilding the thumbnails for the libraries, but it is painfully slow, to the point of not being usable. I have an older build of blender 2.80 and decalmachine on my system and the thumbnails are fine for that. Is this related to blender builds?
This is quite interesting. How do you go about baking? Last time I checked, the baking in 2.8 was in pretty bad state, both performance and feature-wise. Do you use Blenderās baking tools or some custom ones? I wanted to create procedural shading workflow similar to Substance Painter in Blender, so I would not have to leave Blender for asset creation, but the state of baking tools was so bad the workflow was just not feasible
WIth Blender Internal gone, Iām now baking using Cycles.It works well enough for my needs, but Iām baking Normals and Emit only, as all Iām doing is bake the existing decal textures to the target object.
Iāve tried this a while ago, but have not seen the drastic speed improvements you are seeing. Might be due to me baking using CPU vs GPU. Iāll try again in a bit and switch to GPU baking, if itās available on a users machine.