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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Projected Decals like Unreal and V-ray

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Message 1 of 4
teratron
636 Views, 3 Replies

Projected Decals like Unreal and V-ray

Is there any way to project a material onto a mesh and/or multiple meshes without changing the material of those meshes or messing with their UVs? Ideally with the ability to only effect certain channels, I.e. only project a normal map onto a piece of metal so it's base color/roughness showed through. Or say I wanted to project a mossy decal across a few different rock meshes and have the normal map for the rock meshes blend with the mossy decal normal.

We do this allot in Unreal and it's awesome.

The best I can think of is a conforming mesh with transparency, but this is obviously problematic in workflows, and doesn't pass through the underlying material channels.

Thanks!

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Message 2 of 4
lee_griggs
in reply to: teratron

I presume you have tested the following shaders?:

mix shader

mix_rgba

layer_rgba

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 4
teratron
in reply to: teratron

@Lee Griggs Thanks, yeah I'm familiar. I don't know of an easy way with those to have your decal project across materials/meshes. Say I had a brick wall with metal ducts and rubber wire meshes on top of it, and I wanted to spray-paint over everything. It would be allot of material and UV work to get that working.
With a projected decal it just works quick and easy. Some examples.
https://youtu.be/PjZEDzQuan0?t=84
https://youtu.be/5kzR_TdMGU4

Message 4 of 4
lee_griggs
in reply to: teratron

Maybe the uv_projection could help?

Lee Griggs
Arnold rendering specialist
AUTODESK

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