How do I adjust the parallax for a mesh trimsheet material?
Will I need to go into the shader editor?
How do I adjust the parallax for a mesh trimsheet material?
Will I need to go into the shader editor?
You shouldnât need to adjust it, if you do it properly when creating the sheet.
Other then that in the shader editor yes.
Right, another question. I ¨saw this in a video linked in the docs (this one I believe: https://www.youtube.com/watch?v=MvLGcHF7VVw ) :
I dont get that âadd decalsâ button in 2.4:
Am I doing something wrong or (it may be a panel decal in the screenshot but it doesnt work for normal decals (as in non-repeating decals with a normal map) either)?
Report whatever issue you have there please: https://machin3.io/DECALmachine/docs/faq/#get-support
Hmmm, Gumroad Library just gives me ânot foundââŚ
Works fine for me. See previous post by MACHIN3 for support.
Time for a summer sale, get 25% off of all my addons!
Gumroad: DECALmachine, MESHmachine, MACHIN3tools
Blender Market: starts tomorrow here.
Thanks for your support, much appreciated!
Hi kakachiex2,
Have you found a node configuration that allows a working glTF export ?
Now that Unity 2021 features deferred rendering, will decals work properly as they do in HDRP?
If you are talking about URP deferred rendering, then I guess so? I donât use Unity right now, and donât use URP either.
However nothing changes in regards to DECALmachine and how the exporting works.
v2.4.1 is out! | https://decal.machin3.io - Gumroad, Blendermarket, Documentation
Changelog:
I do not have the add-on but want to buy it, I have a question however: Does the add-on offer a way to transfer the wear and dirt effects of the target object shader to the parallax decals?
No. DECALmachine doesnât support wear and dirt, with the exception of the alpha mask input, which can be used for info decals to do weathered stickers.
See https://machin3.io/DECALmachine/docs/match_material/ and https://machin3.io/DECALmachine/docs/faq/#can-i-create-decals-for-damage-and-weathering-effects-such-as-those-from-quixel
Also note, https://machin3.io/DECALmachine/docs/init_generated_coords/ and https://machin3.io/DECALmachine/docs/transfer_uvs/
I searched through this thread but didnât see it mentioned, but may have missed it- but Iâm curious if you might add support for BIP to speed up thumbnail rendering? Supposedly itâs a drop-in replacement for
bpy.utils.preview
. Currently thatâs my only real gripe with DM is that I have a lot of decal libraries and when I first load Blender (before the thumbnails have a chance to cache) it takes a lot of time to display them. Kit Ops added support a few months ago and the difference is staggering, would love to see it in DM as well. Since the only external requirement is pillow, which you already use for baking- seems like a pretty easy win?
https://3dninjas.github.io/3dn-bip/
edit: sorry, youâre using PIL for baking, not pillow. As a quick test I modified my local version of DM 2.4.1 and added support for the BIP library and the difference truly is night and day! Itâs only a few lines of code, if youâre interested I can send you a diff- just lemme know.
I just updated to 2.4 and now receive this message when I try to adjust the decal off the panel:
I also get the second image when I try to slice:
Any idea why this is doing this suddenly?
hello, i created my own decal, it was black, i changed with color mixer, but after ba king it, decal is back to black
Because itâs the decal textures that are baked, not any decal material properties.