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Participant
January 25, 2022
Answered

Decals receive info from other layers and make my brain hurt in general, pls help

  • January 25, 2022
  • 1 reply
  • 548 views

I am sorry if this has been covered elsewhere, I tried my best to look for similar issue, but to no avail.

Here's the deal. I am trying to place a decal on my model that would play a role of a sticker slapped on the front panel. After some research, I found that the best way to do that would be to make one in SD. 

I think I've done it properly, added opacity output and all, but when I import it into SP something wacky happens.

First of all, for some reason underlying layers keep feeding Normal info to it, despite my decal having Normal turned on, that should . (You can see the grainy texture coming through as well as some lines)

Then opacity renders part of my mesh invisible at the place where my decal is located. I can kinda see why this would happen, so I tried to switch my shader to non-opaque, but then it just affects the underlying layers in some weird way -- nullifies metallic info on front plate, makes grainy plastic shiny, etc.

It seems that I've tried everything and I still can't wrap my head around how to make it work in the way I want.

I've attached a picture of how I want it to look. 

This topic has been closed for replies.
Correct answer shaqsh

Yes, thanks!

I managed to figure it out by poking around SD/SP and googling deeper and it was basically what you said. 🙂

Mask output alongside with Opacity output in my SD material solved half the problem. 

Then in SP I just moved my baked Normal and AO maps from Mesh maps to the layers stack, so that they could be overriden, put my decal layer above them and set the blending to Normal.


1 reply

GeoffroySC
Community Manager
Community Manager
January 27, 2022

Hi,

For the normal detail seeping through your decal, this is the intended behavior for now. On your normal channel you should change the blending mode of your layer to replace. 

When making your sticker in Designer have you set your output dedicated to your alpha with usage opacity? 
I think this is the issue since the generated icon in your first screenshot shows a glossy black ball with the sticker on it. Morevover, since you have empty pixel on your color map, it gives the impression of an alpha.

I hope this help you solve your problem and feel free to ask any questions.

Kind Regards,

Geoffroy SC

 

shaqshAuthorCorrect answer
Participant
January 27, 2022

Yes, thanks!

I managed to figure it out by poking around SD/SP and googling deeper and it was basically what you said. 🙂

Mask output alongside with Opacity output in my SD material solved half the problem. 

Then in SP I just moved my baked Normal and AO maps from Mesh maps to the layers stack, so that they could be overriden, put my decal layer above them and set the blending to Normal.