Hello, i have been working on a model that requires decaling to map images to the mesh. I have been able to map the image to the empty, and have it display on the mesh, however i am having a problem. The image is not scaling with the empty, it is stretching over the entire mesh. Also, how would i apply to decals to the same mesh?
any help is appreciated, thanks.
http://wiki.blender.org/index.php/Manual/Map_Input#Co-ordinate_Offset.2C_Scaling_and_Transformation
But remember the scaling works a bit different here.
A 1 means stretch the image to fit ONCE on the whole object.
2 means stretch to fit it TWICE etc.
So bigger number make the Decal smaller
that worked perfectly, however i have 2 questions, will that maintain, it’s position if the empty is parented to the mesh, and the mesh is moved? and how would i add multiple decals to the same material/mesh?
If the empty is parented to the mesh it will stay there, rock solid.
For additional decals, I must admit I have never tried that myself
thanks for the help, however i still need some help with adding multiple decals to the same material/mesh.
You’ll need to add additional texture channels for each decal, basically following the same process you’ve used already. The addition of a new empty for each decal is necessary, and they will be named ‘empty.001’ ,‘empty.002’, etc. Or you can name them as you add them by the decal type involved
Just remember to parent all the empties to the mesh, and you’ll be set.