Real blender decal system

BRP_Real_Decal_sys.blend (1.2 MB)

here we get the closest triangle in the decal mesh per face in the textured mesh,
we get the center of the face, the normal, (p1-p2) per triangle also.

we use this info to basically build a transform matrix inverted per triangle and we also use this to mask the decal

basically we build ‘texture cord node per closest triangle’

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