Real-Time Dynamic Decals

Hey guys,

I’m looking for tutorials or some kind of resource on making real-time, dynamic decals like these: http://www.youtube.com/watch?v=1vnRV-1S65I&feature=channel_page

After, an admittedly unexhaustive, search I haven’t been able to find anything for BGE.

Can anyone point me to a known resource? Or perhaps we can discuss techniques here.

I appreciate any feedback.

Dear user(s)…you watch to much tube!
All that cames to my mind is inside Social’s FPS Template:
there’s a function in the script that places a “hole” image where the bullet collides…quite basic
Bye

OTO, not quite the same thing that I’m looking for, I’d like to place decals across irregular surfaces as in the vid, but thanks for the reference anyway, I’ll learn something there :slight_smile:

definitely need this feature :rolleyes:

it is…
http://www.gamedev.net/reference/programming/features/3ddecals/

I think this is not possible in blender yet, I remember a glsl script that can do a projected texture but it is not usable well you cant set the size of projected texture and so on.

What you really need is texture projection, which is not currently available in the GE. You could try the shadow option in the UV texture tab, but this only works on singular poly surfaces.

Social made a script that projects textures (actually are textured faces) on faces (the holes on walls), so there are two basic limitations:

1-The bullets “texture” always has the same aspect, size and etc., it can easily be fixed by calculating the ray angle and distance and applying perspective effect on textured plane.

2-it works only on flat surfaces, because, as said it’s not a real texture, it’s a textured plane, and there’s no good way to fix this limitation, not using planes!

Anyway, why do you need such feature? I don’t think it’s very important. Not even Blender has such “decals” feature, you have to create a new UV to every face to reproduce such effect.

Sorry my english.

Repganroll, there is a decal feature in Blender (although it’s not called decal), you can have an empty that can dictate a texture’s coordinates, which is pretty much the same thing… it’s just not available in the GE.

You mean like real-time shrinkwrap?
I was looking for something like this for my shadow game. (You play as a shadow, so the character needs to wrap to the ground)

Decals is a bit different than other texture projecting feature in blender, the advantages is:
you can place decals(it is just a simple plane) anywhere in the 3d space and projecting a texture to any material on any kind of surface (mountains, wall corners, waved surfaces etc.) not on just for a simple plane mesh.Don`t need extra uv set for every object where you need a decal and maybe in BGE you can controlling it with script removing or add decals objects.
Very very useful.

And where you can use this decals?
Foot prints , dirty pathces on grounds and walls, blood, dynamic bullet holes, projected roads on hills, logos on walls and object, foam on water rim, exploded smut etc etc.

Minifig, what locadax said :wink: