Intro to Decals [UE5]

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  • Опубликовано: 31 янв 2025

Комментарии • 72

  • @_Caose
    @_Caose Год назад +9

    Yeey! He is back!! The most exhilarating news this week!

  • @joysilvart
    @joysilvart Год назад +6

    All I want to say is thank you so much for all the videos you make! I'm a 3D artist working on the industry but I'm also making personal projects and thanks to you, I'm able to understand how materials work in Unreal and I've been able to achieve the results I'm looking for

  • @travisantoniello
    @travisantoniello Год назад +4

    I'm not sure if it's relevant in this specific video, but just seeing curves being visually manipulated with different maths was extremely useful and I was able to apply that immediately. Thank you for the great tutorials, diving into Unreal over the last few weeks now and will be watching your channel's content regularly.

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      No worries! If you’re having trouble clicking with texture math, check out my math video (one of the earliest five minute materials vids, can’t remember what I called it) which goes over masking and all that stuff

  • @justsam4546
    @justsam4546 Год назад +2

    ive been binging ur videos for the past week , watching and practising and ngl ur appearance upgrade . loving it so far

  • @urkigfrepp7994
    @urkigfrepp7994 Год назад +2

    I was literally just about to look for a video on how to do decals and this popped up on my recommended, well timed

  • @dodgemastersama
    @dodgemastersama 11 месяцев назад +3

    I'm learning so much good stuff for my game making!

  • @itsMBWAAA
    @itsMBWAAA Год назад +2

    good to see ya!

  • @dronaroid
    @dronaroid Год назад +2

    always love your videos!!

  • @dobrx6199
    @dobrx6199 Год назад +3

    Fire 🔥🔥

  • @johnmannp
    @johnmannp Год назад +4

    Decals!!!

  • @Mert-om2fy
    @Mert-om2fy 11 месяцев назад

    thank you so much for helping out

  • @aghayejalebian7364
    @aghayejalebian7364 Год назад +1

    nice vid thanks

  • @JWITG
    @JWITG Год назад +1

    Awesome video🔥really useful ( I always thought the decal has to be placed with the arrow on target )
    The blood decal reminded me of old times prismatica 😢
    I would really want to see a prismatica gore system break-down In details
    ( epic video idea )

  • @namrog84
    @namrog84 Год назад +1

    What about merging decals or something if you don't want them to fade out. Sorta like a paintable texture on a model or something? To help with draw calls/performance?
    Are there any special tricks if you want 'a lot of decals'?

  • @Enotsal1
    @Enotsal1 11 месяцев назад

    I love the runescape song in the background❤❤

  • @luan05367
    @luan05367 Год назад +2

    Thank you for your helpful sharing.
    I have a question about the cost of using decals in games. With all the benefits of using decals, is the performance cost much higher than other traditional methods such as vertex painting or overlay materials to add textures such as cracks, moss, etc.? So is the cost worth it? And what are the differences here? In terms of RAM usage, render time when running the game?

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      Great questions :) If using Deferred decals (UE5 default) I think the actual rendering cost per pixel is quite cheap, but you're still incurring extra draw calls (unless using Niagara decals maybe?)
      Vertex painting is by far the cheapest method for adding details, but it's limited to 4 channels (you can squeeze out 8 effects as shown in my Vertex Paint video) and it also limited by the density of the mesh itself
      In terms of ram/vram, I think it's just the extra cost of the textures used in the decals to worry about.
      As for if it's worth it or not, you'd need to do some profiling for your specific use cases in your specific project. The main benefit is that they're very easy to control and they have pixel-level detail :)

  • @mindped
    @mindped Год назад +4

    Thank you.. i always wanted to know if every decal added another draw call! No one ever could answer that. Not even sure unreal tells u.

    • @PrismaticaDev
      @PrismaticaDev  Год назад +3

      Decals in UE5 get drawn to a separate render pass (DBuffer) all in one go, so it's 1 draw per decal.
      I think it used to be more since decals might have been evaluated per-mesh so it would have been 1 draw per decal per mesh that it's intersecting with? Sort of like forward-rendered lighting. Don't quote me on that! Haha

    • @mindped
      @mindped Год назад

      @PrismaticaDev do they batch at all? Same decal render multiple times as 1 draw call or many?

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      @@mindped I can remember doing some testing and it didn't seem like it, but in theory it should be perfectly possible... Might do some investigating!

    • @mindped
      @mindped 11 месяцев назад

      @@PrismaticaDev whats the command to see draw calls for decals?

  • @Wanderer_of_Sol
    @Wanderer_of_Sol 11 месяцев назад +1

    Recently I got an asset pack on the UE marketplace, and it looked great in the previews, literally exactly what I needed. For reference it's a set of roads and streets. So I get it into my project and it turns out that all of the road markings, cross walks, stop letters, manholes, all the cool details that make it look good are all decals. And I mean like 50 decals down the middle of the road to make the traffic lines, the crosswalk is several of a different line duplicated next to eachother, it's a lot.
    Can I do something like make them a material instance to calm down the draw calls? Or should I bite the bullet and toss the whole thing in blender and try to redo the UVs and make some different materials for crosswalks, stop text, etc? I've never worked with decals on this scale and I have no idea what the best move is.

    • @PrismaticaDev
      @PrismaticaDev  11 месяцев назад +1

      Oof, that must sting haha. My first recommendation would be to do an A/B test. Check how the scene runs with them all there, and then delete all of them from the scene (sort by Type/Name) and see if there is an improvement.
      As for the line markings, I can kiiind of see why decals makes sense, since you could have millions of different combinations of lines/symbols on the road. But I would much prefer a secondary UV channel with a Symbol Atlas or something

    • @AllTotalWar
      @AllTotalWar 9 месяцев назад

      why couldnt you just go merge all actors then you have 1 actor and 1 drawcall?

  • @NyuNighteyes
    @NyuNighteyes Год назад +2

    I've been trying to do spherical projected decals for a forward rendered game (goal is Valorant style), but it's a bit of a pain in the ass to make it look right haha, and because it's forward i cant just get the world normals from the GBuffer. Maybe ddx normals from depth pre pass? but prob will be aliased to hell...
    Anyway I know valorant just used some kind of tricky math spherical projection but Im having such a hard time getting it to look right on all surface angles.

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      I think you might be looking for “mesh decals” or “decal meshes”! Have a look at the docs and see. I’m not familiar with then myself yet haha

  • @mindped
    @mindped 11 месяцев назад +1

    im considering using geometry decals all over the place and using a texture array and just adjusting the decals by vert color and merging them into 1 mesh or mesh instancing them. Im curious if that would be better for performance then many deferred decals all over the place. 1 draw call for the geometry.
    Begs the question if deferred decals are in fact instance then i could do that same thing with the decal color possibly.. (selecting the texture in the texture array by color)

    • @PrismaticaDev
      @PrismaticaDev  11 месяцев назад

      I don't think either can instance - however I might be wrong on that. The idea is great, however haha.

  • @ryanjdev87
    @ryanjdev87 5 месяцев назад +2

    Hey man if anyone knows this its you, is there anyway u know of to exclude decals from post processing ? I can exclude everything but decals using the depth pass and stencils

    • @PrismaticaDev
      @PrismaticaDev  5 месяцев назад

      Hey hey! I'm not sure if you can exclude the decals themselves from PP, however there are ways to exclude decals from certain meshes/materials using Custom Depth Stencils. Not sure if that would help with your issues however

    • @ryanjdev87
      @ryanjdev87 5 месяцев назад +1

      ​@PrismaticaDev thanks man, ya I can get everything but decals to ignore the post process the decals don't inherit from primitive component and thus have no option for rendering them using the stencil info. Ive tried parenting the decals to a static mesh and trying that but it didn't work :(

    • @PrismaticaDev
      @PrismaticaDev  5 месяцев назад

      @@ryanjdev87 the main problem is that Decals aren't primitives, they get projected in screen-space during the D-buffer. They don't really have "depth" of their own

  • @Ryanowning
    @Ryanowning 3 месяца назад +1

    What is the performance difference between using Render Targets and Decals? I'm tempted to make a decal that, when in proximity with another decal, merges them using a Render Target.

    • @PrismaticaDev
      @PrismaticaDev  3 месяца назад

      A render target just gets sampled as a texture, so the only concern is memory (VRAM)
      Sampling a render target inside a decal is a great idea, I've had the same thought about making a smart-batching decal thingo plenty of times but never got around to it haha. That being said, there's surely a way to instance decals now since they're all done in 1 buffer against the depth pass, so maybe they will have improved performance in the future

  • @aakburns
    @aakburns Год назад +1

    With bullet impact decals. How do I set the draw distance? You have to be pretty close to see them by default otherwise they just disappear Ty..

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      In your decal actor/component, there is a setting for draw distance or screen percentage or something. I can't remember off the top of my head but I can have a look if you can't find it :)

    • @aakburns
      @aakburns Год назад

      @@PrismaticaDev I ended up using 'Set Fade Out' and 'Set Fade Screen Size' to fix this.
      Can I contact you on discord? I'd like to show you my project. Because it's different.

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      @@aakburns for sure! Chuck me a DM and I'll get back to you when I can. Feel free to show it off in the On-Topic section as well if you'd like

  • @Maniac-Design
    @Maniac-Design Год назад +2

    Great tutorial, thanks. There's just one thing I can't manage to do and that's to use POM with the decals, the POM is not correct in relation to the orientation of the decal.

    • @PrismaticaDev
      @PrismaticaDev  Год назад +2

      I’ll be going over some POM/BumpOffset stuff in the DBuffer decals video next week :) I’m not sure it’s possible with the default decals, but I’ll give it a go

  • @SanyaBane
    @SanyaBane 10 месяцев назад +1

    In Unity I've used stencil buffer to control where decal can be displayed and where can't.

    • @PrismaticaDev
      @PrismaticaDev  10 месяцев назад +2

      Yep - the same can be done in Unreal, I’ll be making a follow up video with stencil and parallax decals explained :)

  • @chaver28
    @chaver28 Год назад +1

    Intro to vertex paint next??

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      I have a video coming out about Vertex Paint negative 1 years from now! ruclips.net/video/vIA2oU4JNmY/видео.htmlsi=gyCYkYc71ZJZ_pyf

    • @chaver28
      @chaver28 Год назад +1

      @@PrismaticaDev oh damn I will jump iny time machine now and travel back one year from now 😘

  • @maxleveladventures
    @maxleveladventures Год назад +1

    I recently started learning about/using decals, but still learned new things from this. Cheers!
    I'd love a video on Substrate materials from you! Most of the videos I've found so far are a bit dogshit. And the documentation isn't great.

  • @bigbasbeardegummiland2756
    @bigbasbeardegummiland2756 Год назад +1

    This is a wonderful video not many do. Is it possible to do use decals for a tattoo on a character?

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      It's possible, but no recommended since the tattoo would kind of slip around everywhere when the character rotates. For something like that I'd recommend implementing it in the character material itself.
      However there is a plugin called the "Skinned Decal Component" which can do exactly what you're after, although it's a bit costly.

  • @chaver28
    @chaver28 Год назад +1

    Also what's bad about draw calls?

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      They're the heaviest part of rendering, essentially like ordering 20 pizzas, except you do it 1 at a time and have to wait for the previous one to arrive before ordering a new one. Instancing/batching can help for large numbers of the same mesh, like foliage and other props, essentially ordering 20 pizzas all in the one phone call.

    • @chaver28
      @chaver28 Год назад

      @@PrismaticaDev that actually makes alot of sense, so basically they are super helpful but just don't go crazy using them got it 😁

  • @hytalegermany1095
    @hytalegermany1095 8 месяцев назад

    is there a way to add displacement map to a decal with transparent texture, so that you can use it to displace meshes on controllable areas?

    • @andrewsneacker1256
      @andrewsneacker1256 8 месяцев назад

      Watch this video -> Essential Environment Art Trick - "WPO Stickers" [UE5]

  • @darck_smck3936
    @darck_smck3936 Год назад

    I will be eternally grateful if you teach how to make a procedural animation

  • @dipeshvaidya3457
    @dipeshvaidya3457 Год назад

    how can we gradually change from one material to another?

  • @thegreendude2086
    @thegreendude2086 2 месяца назад

    Setting the Decl Response to None isnt doing anything for me. Anyone know by any chance whats going on? There aren't really a lot of steps here I could have forgotten right?

  • @alhusseinali
    @alhusseinali 10 месяцев назад

    Can I use Custom Primitive Data with decals?, cuz I tried to do that from the blueprint material but I can't change anything inside the editor in runtime!

  • @FishMan1nsk
    @FishMan1nsk Год назад

    There's also an interesting node was added in ue5 which is decal response. Also you haven't said anything about mesh decals.

  • @HeyItzScotch
    @HeyItzScotch Год назад

    Sorry a little unrelated to the video but have you ever had an issue where IK handles from maya aren't being exported and being properly animated in Unreal engine 5? I'm having this issue where only the upper body is being animated in unreal engine, while the legs are just staying static as if no animation was done to them. However in Maya the full body animation is working flawlessly. it's as if Unreal engine is ignoring the information from the IK handles

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      In your 3D program, you'll usually use IK to animate the character, but when you export that animation you're baking all the transforms for each bone kinematically. It sounds like the bottom half isn't exporting properly from Maya, but I haven't used Maya before so I have no solutions haha. Are you exporting the IK handles as bones in the character's skeleton?

  • @MrFloyd4
    @MrFloyd4 2 месяца назад +1

    Did you activate your windows since the released of this video ? Lol

  • @UnchartedWorlds
    @UnchartedWorlds 8 месяцев назад

    Where is parallax information? Some decals only are useful if there is parallax

  • @fixfoxi8255
    @fixfoxi8255 Год назад

    Hi, I really like your tutorials and they have helped me a lot but could you also make tutorials for games like Baldurs Gate3/WH40K RougeTrader? That would be great

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      Hey - I'm not exactly sure what you mean. Do you mean gameplay design and coding tutorials? I only make tutorials that are related to what I know well :)

  • @Orangefordays
    @Orangefordays Год назад +1

    2nd comment!

  • @DjBobbyHustle
    @DjBobbyHustle 6 месяцев назад +1

    I hate when ppl move so fast they don't tell you how they pull up a menu then the rest of the tutorial is impossible to follow

    • @PrismaticaDev
      @PrismaticaDev  6 месяцев назад +3

      @@DjBobbyHustle unfortunately my videos are aimed more towards intermediate users - knowledge of common shortcuts and menus is presumed to make the videos flow better.

  • @tc8557
    @tc8557 11 месяцев назад +1

    shave it off bro

    • @PrismaticaDev
      @PrismaticaDev  11 месяцев назад +1

      I DID. I was growing it while working on my plugin hahaha