Features:
- Project Decals onto Static Meshes or animated Skeletal Meshes
- Control how the decals are layered on top of each other
- Limit the amount of maximum decals to project, remove baked decals, or edit the position, projection angle, rotation, color, and transparency of existing decal layer in the layer stack.
- Each actor with an Advanced Decal Component allocates space for 3 CanvasRenderTarget2D in memory
Number of Blueprints: 10
Input: (Keyboard, Mouse)
Network Replicated: (Yes)
Supported Development Platforms:
Windows: (Yes)
Mac: (Yes)
Documentation:
V3 GDRIVE LINK
V2 GDRIVE LINK
Important/Additional Notes: Please feel free to read through blueprints' descriptions.
特征:
- 将贴花投影到静态网格体或动画骨架网格体上
- 控制贴花在彼此顶部的分层方式
- 限制投影、移除烘焙贴花或编辑图层堆叠中现有贴花图层的位置、投影角度、旋转、颜色和透明度的最大贴花数量。
- 每个具有高级贴花组件的actor在内存中为3个CanvasRenderTarget2D分配空间
蓝图数目:10
输入:(键盘,鼠标)
网络复制:(是)
支持的开发平台:
视窗:(是)
Mac:(是)
文件:
V3 GDRIVE链接
V2 GDRIVE链接
重要/附加说明:请随时通读蓝图的说明。
1.Introduction:
V3 Update (Memory Optimization, Save & Load Decals, New In-Editor GUI) YOUTUBE LINK
V2 Update (PBR Decals, Wraps, Material Brushes) Video: YOUTUBE LINK
Demo Video: YOUTUBE LINK
Advanced Decal Component is a StaticMesh/SkeletalMesh UV independent Mesh Decal Projection tool with multi-layer support (add,edit, move up/down and remove). Usable in editor-time as an Actor, and at runtime as a component attached to desired blueprint. The component projects, packs and bakes all decal texture to the mesh UV for optimal performance.
By attaching this component to an actor with mesh data (Skeletal Mesh, Static Mesh) you can paint skins and decals on said actor. You have total control over where to project the decal (see section '2.Requirements' below), stack multiple decals on top of each other, edit existing decals, or remove baked decals. It also works on translucent surfaces.
An example widget and Actor to manipulate the layers are available. An Actor blueprint with a skeletal mesh component is considered as an example target with added Decal Component to showcase integration of the subsystem with your game.
2.Requirements:
- The mesh should be uniquely UVed (no mirrored UVs) with no overlapping islands and visible seams. (the example mannequin provided is a modified version of UE4 Mannequin that has unique UVs)
- The target Skeletal or Static Mesh should have its material blended with the provided 'DecalBlendFunc' and expose three TextureObjectParameter (automatically set at runtime to CanvasRenderTarget2D objects) values for the component to store its data in.
3.Advantages:
These are the advantages over conventional Decal Components in Unreal Engine 4:
- Doesn't bleed to other actors.
Conventional: Bleeds to other actors that have bReceivesDecals On.
- Projects on a single material index.
Conventional: Can't have control by default over what material to project
- Can be used to layer decals one on top of others using the same component
Conventional: Doesn't blend between decals of multiple DecalActor/DecalComponent instances
- Works on translucent surfaces!
Conventional: Doesn't support projection on translucent surfaces by default because it requires depth information
- Single actor for all decals of the same mesh
Conventional: Number of actors/components keeps going up as u add more decals making it hard to manage all the actors
- Bakes all projections to UV map to optimize performance instead of using active projection on all decals
Conventional: Active projection for all decal components/actors
- Deform (set coverage area, scale, rotate) decal, modify tint color and translucency over one another!
Conventional: Only transforms are available by default, need to explicitly define other params in your decal material
- Works for animated skeletals !
Conventional: Must be socketed to a bone with chances of bleeding if collision cube touches other surfaces of the same/other mesh
3.Project Details:
The provided project has one example map to showcase the component usability. Without the example Skeletal Meshes, the project size is under 12MB.
4.Bonus Content:
A 3D concept car skeletal mesh (300MB)
A fully functional multi-purpose Color Widget Blueprint
1.导言:
V3更新(内存优化,保存和加载贴花,新的编辑器GUI) YOUTUBE链接
V2更新(PBR贴花,包装,材料刷)视频: YOUTUBE链接
演示视频: YOUTUBE链接
高级贴花组件是一个StaticMesh/SkeletalMesh UV独立网格贴花投影工具,具有多层支持(添加,编辑,上/下移动和移除)。 在编辑器时作为Actor使用,在运行时作为附加到所需蓝图的组件使用。 组件将所有贴花纹理投影、包装和烘烤到网格UV上,以获得最佳性能。
通过使用网格数据(骨架网格体,静态网格体)将此组件附加到actor,您可以在所述actor上绘制皮肤和贴花。 你可以完全控制贴花的投影位置(见第2节)。下面的要求),堆叠多个贴花在彼此的顶部,编辑现有的贴花,或删除烘焙贴花。 它也适用于半透明表面。
可提供用于操作图层的示例控件和Actor。 带有骨架网格体组件的Actor蓝图被视为示例目标,其中添加了Decal组件,以展示子系统与游戏的集成。
2.要求:
- 网格应该是唯一的UVed(没有镜像Uv),没有重叠的岛屿和可见的接缝。 (提供的示例人体模型是具有独特Uv的ue4人体模型的修改版本)
- 目标骨架或静态网格体应将其材质与提供的”DecalBlendFunc”混合,并公开三个TextureObjectParameter(在运行时自动设置为CanvasRenderTarget2D对象)值,以便组件存储其数据。
3.优势:
这些都是虚幻引擎4中与传统贴花组件相比的优势:
- 不会对其他演员流血。
常规:流血到其他演员,有布雷克斯德卡.
- 单个材料索引上的项目。
常规:默认情况下无法控制要投影的材料
- 可用于使用相同组件在其他组件之上分层贴花
常规:不混合多个DecalActor/DecalComponent实例的贴花
- 在半透明的表面上工作!
常规:默认情况下不支持在半透明表面上投影,因为它需要深度信息
- 同一网格的所有贴花的单个actor
常规:actor/组件的数量不断增加,因为你添加了更多的贴花,使管理所有actor变得困难
- 将所有投影烘焙到UV贴图以优化性能,而不是在所有贴花上使用主动投影
常规:所有贴花组件/actor的主动投影
- 变形(设置复盖区域,缩放,旋转)贴花,修改色调颜色和半透明彼此!
常规:默认情况下只有变换可用,需要在贴花材料中显式定义其他参数
- 为动画骨架工作!
常规:如果碰撞立方体接触到相同/其他网格的其他表面,则必须嵌在骨头上,有可能出血
3.项目详情:
提供的项目有一个示例地图来展示组件的可用性。 如果没有示例骨架网格体,项目大小不到12mb。
4.奖励内容:
3d概念车骨架网格(300MB)
功能齐全的多用途颜色控件蓝图
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