Thanks for the feedback! I can try and lower the music volume a little bit more, and see if that helps :) - i feel without anything i gets a bit too silenced.
Thats odd - what kind of texture are you using for as a mask ? - try with either a gradient ramp directly in max, or create a bitmap texture that is 1.0 aspect ratio (ex 1024x1024 px) with a gradient in it - and see if none of those work for you ? they should both work fine.
i found bug in this release - drag and drop of texture in material slot doesn't work, this function works well in vray 5 update 1. i hope chaos group will sort this very soon. 👍
Have you tried updating to Build 5.20.01 ? They released an update 4th of November after 5.2 with several bug fixes :) - Try that out - I don't seem to have any issues like you're describing.
Hi man, good tutorial, I've only got one question left. Is there any way I can add any bump or normal to this decal so it isn't completely flat? Thanks man!
@@ChaosTheory_net yeah tnx! i know wall texture has own displacement! i mean use Decal AS displacement map, for instance the red paint in your work have some bumps or displacement too by decal
@@atasafarzadeh7110 I get what you mean - I just did a bit of testing around, and as far as i can see, it does not work within the vraydecal when a displacement map is applied directly to the material. Maybe in the future, this can be a thing :)
Hmm I don’t get it, why not use just the normal way of making decals in 3Ds max instead of trying a different way that doesn’t work in viewport, make no sense to me
New user here great tutorial and that quick tip in the beginning saved me a lot of googling
Good one
Loved it just a simple suggestions i felt you can avoid background music for these voice over videos
Thanks for the feedback! I can try and lower the music volume a little bit more, and see if that helps :) - i feel without anything i gets a bit too silenced.
good explanation
Thank you!
I will try to use it to add smudges and scatches to a parquet created with floorgenerator and mapped with multitexture….it should work?!
Should work just fine!
it is perfect thank kou very much
Fade out isn't working for me. Anything I have missed? When I use fade out, it just tweaks the opacity of the texture.
Thats odd - what kind of texture are you using for as a mask ? - try with either a gradient ramp directly in max, or create a bitmap texture that is 1.0 aspect ratio (ex 1024x1024 px) with a gradient in it - and see if none of those work for you ? they should both work fine.
It fades using angles, It should work, you're probably using it on a flat surface that doesn't have enough height to see the difference
How does it work with displacements :D?
i found bug in this release - drag and drop of texture in material slot doesn't work, this function works well in vray 5 update 1. i hope chaos group will sort this very soon. 👍
Have you tried updating to Build 5.20.01 ? They released an update 4th of November after 5.2 with several bug fixes :) - Try that out - I don't seem to have any issues like you're describing.
@@ChaosTheory_net talking about same version u said. Check your end about this issue
Just tried some stuff on a car like mud, window cracks and hoodart
Hi man, good tutorial, I've only got one question left. Is there any way I can add any bump or normal to this decal so it isn't completely flat? Thanks man!
Hey - Sure! Bump and Normal are currently supported by VrayDecal - just apply it to the material like you would in any other scenario :)
what about displacement? is it possible use Decal as displacement map 🤔
I dont see why it shouldn't work, but i can try and test it out :) - The brick wall i have in this example has a displacement map..
@@ChaosTheory_net yeah tnx! i know wall texture has own displacement! i mean use Decal AS displacement map, for instance the red paint in your work have some bumps or displacement too by decal
@@atasafarzadeh7110 I get what you mean - I just did a bit of testing around, and as far as i can see, it does not work within the vraydecal when a displacement map is applied directly to the material. Maybe in the future, this can be a thing :)
Hmm I don’t get it, why not use just the normal way of making decals in 3Ds max instead of trying a different way that doesn’t work in viewport, make no sense to me
Worried about real time rendering.
Its looks like vray is trying to mimic Unreal engine 😂.
And that's a good thing!