I disagree with this being in general superior to mesh-based decals. Texture / Shader based projections are nice and this is a good tutorial no questions asked, but don't dismiss Mesh decals that easily, they are great in terms of performance (thinking about runtime in a game engine here) because you use them together with small and tileable textures to create surfaces which would need huge texture resolution if baked and keep all the unique data as low as possible. The artist-time management overhead of not having to insert the projection into every material it should touch can also important at times. Nevertheless, good tutorial and the technique absolutely is worth knowing too, thanks for sharing.
You're right! This is a bit slower to make. Maybe something can be done with the asset browser? Do you want to explain why shrinkwrap is better for performance? I would think it's the other way around.
@@robinsquaresThanks for answering, sure, but keep in mind this comes from a game dev's / tech artist's perspective. There are multiple angles to this. Lets say you have a brick wall, fully textured front and backside, it uses one tileable 512x512 texture which is repeated various times over it and you add a bunch of mesh decals to it. The decal atlas texture might be 8k x 1k because we got a huge line of letters on it and a few other things. Both these reusable textures still need less memory than a single baked-decal 8k x 8k texture map. And memory, especially gpu memory, is precious :D The shrinkwrap as a projection method, deformer, is not cheap in terms of performance, absolutely not, in that regard you are thinking correctly, but applied... it's just another mesh. It is another draw instruction for the gpu, that is not for free but neither is the node group. Imagine you wan't to place 50+ decals on a huge spaceship doing that with a node group each will blow up the shader network. It really depends on the use case :)
@@NicCrimsonit has. Baked textures are relatively large compared to textures that you can tile. Sometimes it have sense when you are baking height/normal map that will replace lot of vertices. Some game engines like ie Vrage from Keen Software House can use central library of textures. Even with moded blocks. So you can use single texture on multiple models ( and multiple textures on single model too ). As example I will say that I created for this game particular block few years ago for one server Modpack. Due to phisic engine changes since then it had some issues. As I don't co-operate with that community anymore, this model was reworked recently, and new modeller, while he created really nice looking block, he used baked texture and not only mod become 30 times larger (8mb mine, 330mb new one), it got now some issues in game, as not only it doesn't render many times on weaker machines, it make huge performance impact on machines with less vram. On cards with more than 8 GB ram it performs actually better than mine as got less vertices, but gain is negligible compared to loses on weaker machines.
This is an extremely useful tutorial, so congratulations! Anyone that have tried Unreal Engine know that the decal workflow is extremely, extremely powerful, I just don't understand why Blender don't have a more straight forward way to work with decals. I know that Decal Machine addon exists, but I don't know if it's any good. Any way, your method is perfect, so again congratulations, I wish you a lot of success with your channel! I'm your subscriber 2211 I guess 😀
This is pretty much how DecalMachine does it (well DecalMachine is an addon does stuff automatically and its a bit more advanced in the shader department)
Decal machine is a mesh based alpha card system, it does have advanced functionality to somewhat blend the shaders, but it's more geared towards hard surface detailing, not as much weathering - which this method is well suited to imo. For large weathering, vertex painting is also very common, same as unreal
This is treasure. I always open Unreal and I feel how my life would be so much easier if blender had a decal workflow like Unreal. This is crazy, Thank you so much for this invaluable tutorial.
I had seen a couple tutorials since 1 month ago and I'm so glad to found a blender channel that covers and knows how to explain things everyone want to know! Thanks for sharing!
I do it with different UV maps for each decal on the mesh base material. Soo... no need for extra meshes, shrinkwraps, nodes for placement and cut the backface texturing etc. Just one material, with different UV maps applied to different decal images, mixed and mapped together in shader editor. Plus you can mix in the normal, rughness, masks ....data into the base material... In my opinion that is better & quicker than extra meshes, empties, modifiers, nodes for backfacing etc.
So in 3 months you grew from 65 to 14k subs. Well deserved, because this tutorial is awesome. While mesh-based decals certainly have their important use cases, I also mainly wanted to go with a method, that wouldn't generate z-fighting or have a visible distance between decal and surface. This is going to be very helpful!
Great tip! I’ve been afraid to jump in to blender for some time now, coming from Max I was afraid of blenders shortcomings , but your tutorials makes the jump less scary. My new favorite 3D RUclipsr, keep em coming !🙌
super cool. I used to just paint in decal details like this onto a mask and mix that with the pbr material. But this allows for a lot more customizability later on. All techniques are useful for certain situations and its awome that you added a new way of doing it to the collection!
As I gear up to return to my education on blender and all things 3d, your videos are excellent. I appreciate you taking the time to make these. Can't wait to see more. Cheers!
This is an awesome trick! NGL I sub'd when your Trends to Avoid video came out, didn't even realize you were just getting started haha honestly though, this channel is going to the moon if this quality keeps up. Best of luck!
this is a great tutorial, im making an abandoned house and im adding graffiti decals to the walls this is literally the exact video i was looking for when i searched how to add decals to walls :)
this is the way i used to do it in 3ds max, maya, c4d etc. Thanks for showing the correct method. I always used to see the shrink wrap method and used to think "what nonsense is this" unless its not an external object (which for some reason cant be embedded into the main object) theres no reason to use shrink wrap!
Nice I've been doing this for a while and had problems with the projection. Now only is there was an easy way to copy paste instead of having to create a new node for each decal.
It's funny how you have so less subscribers. You deserve much more. This technique was the one i was always trying to figure it out but couldn't do it by myself. You are a genius and thanks to you. Because of decals and lumen, i started working on unreal engine. But if blender's eevee next is similar to lumen, I'll get back to working in blender ❤❤. Once again thank you and please make such amazing tutorials. Love from India.
This is great, I use it myself quite a lot. One thing to keep in mind is that there are issues with motion blur when the decal empty is parented to a moving object.
Originally I used this technique, but takes much much longer to build out your scene compared to shrinkwrap. Now I feel the best method is to use an addon todo this for you
Hey there! Quick question: do you have any insight on how we go about separating (for baking) a texture that has the decals applied after the Principled BSDF? I'm used to baking the separate texture maps by what's plugged into the BSDF node, but not sure how to include the decals on the texture since they are added with a mix shader. TIA!
Awesome, I love this. I don't have much experience with Unreal Engine yet, but would it be easy to convert this project to Unreal? Or is this method only best for Blender exclusive workflows? Idk how decals in Unreal work but I wanna work with it alongside Blender in the future. 🤔
Is there a way to extract only the rotation of the empty. This decal method is perfect for everything I need except the normal map. If I rotate the decal the normals will still be pointing in the same direction. I found a way to rotate normal map vectors but idk how to pull the Z rotation of the empty without using drivers.
super useful stuff here man, thank you! is there a way to save those group nodes like the one you made for the sewer grate to file? i think it'd be really nice to be able to build a library of decal nodes that are easy to throw in a material when you need it
Only way I’ve managed it is to create an asset of a sphere with the material group applied. Drop the sphere into your scene and the material group can be found in the add node group menu.
@@robinsquares i thought i remembered doing that for a tutorial or something a long time ago, exactly what i was looking for. thank you! also, the notification i got for this comment shotened your comment to "i have them in my ass..." and i spit out my tea, so thanks for that too
The correct way to make decals is with geometric stencil planes with shrink wrap or geometry copy,if you what to retain the tiling in the underlaying texture, otherwise the texture will only work on Blender and not other programs.
I disagree with this being in general superior to mesh-based decals. Texture / Shader based projections are nice and this is a good tutorial no questions asked, but don't dismiss Mesh decals that easily, they are great in terms of performance (thinking about runtime in a game engine here) because you use them together with small and tileable textures to create surfaces which would need huge texture resolution if baked and keep all the unique data as low as possible. The artist-time management overhead of not having to insert the projection into every material it should touch can also important at times. Nevertheless, good tutorial and the technique absolutely is worth knowing too, thanks for sharing.
You're right! This is a bit slower to make. Maybe something can be done with the asset browser?
Do you want to explain why shrinkwrap is better for performance? I would think it's the other way around.
@@robinsquaresThanks for answering, sure, but keep in mind this comes from a game dev's / tech artist's perspective. There are multiple angles to this.
Lets say you have a brick wall, fully textured front and backside, it uses one tileable 512x512 texture which is repeated various times over it and you add a bunch of mesh decals to it. The decal atlas texture might be 8k x 1k because we got a huge line of letters on it and a few other things. Both these reusable textures still need less memory than a single baked-decal 8k x 8k texture map. And memory, especially gpu memory, is precious :D
The shrinkwrap as a projection method, deformer, is not cheap in terms of performance, absolutely not, in that regard you are thinking correctly, but applied... it's just another mesh.
It is another draw instruction for the gpu, that is not for free but neither is the node group.
Imagine you wan't to place 50+ decals on a huge spaceship doing that with a node group each will blow up the shader network.
It really depends on the use case :)
@@fleity Very well articulated. Thanks for explaining that. I'll pin your comment to the top if that's okay.
@@fleityBut this doesn't matter if you are baking textures right?
@@NicCrimsonit has. Baked textures are relatively large compared to textures that you can tile. Sometimes it have sense when you are baking height/normal map that will replace lot of vertices. Some game engines like ie Vrage from Keen Software House can use central library of textures. Even with moded blocks. So you can use single texture on multiple models ( and multiple textures on single model too ). As example I will say that I created for this game particular block few years ago for one server Modpack. Due to phisic engine changes since then it had some issues. As I don't co-operate with that community anymore, this model was reworked recently, and new modeller, while he created really nice looking block, he used baked texture and not only mod become 30 times larger (8mb mine, 330mb new one), it got now some issues in game, as not only it doesn't render many times on weaker machines, it make huge performance impact on machines with less vram. On cards with more than 8 GB ram it performs actually better than mine as got less vertices, but gain is negligible compared to loses on weaker machines.
You're a genius... Keep it up!
This is an extremely useful tutorial, so congratulations! Anyone that have tried Unreal Engine know that the decal workflow is extremely, extremely powerful, I just don't understand why Blender don't have a more straight forward way to work with decals. I know that Decal Machine addon exists, but I don't know if it's any good. Any way, your method is perfect, so again congratulations, I wish you a lot of success with your channel! I'm your subscriber 2211 I guess 😀
This is pretty much how DecalMachine does it (well DecalMachine is an addon does stuff automatically and its a bit more advanced in the shader department)
@@Cypoes.graphics I really need to test it properly, I'll give it a try! thank youu!
In a simple level in ue5 i use almost 100 plus decals 😂😂 can't live without them
Decal machine is a mesh based alpha card system, it does have advanced functionality to somewhat blend the shaders, but it's more geared towards hard surface detailing, not as much weathering - which this method is well suited to imo. For large weathering, vertex painting is also very common, same as unreal
This is treasure. I always open Unreal and I feel how my life would be so much easier if blender had a decal workflow like Unreal. This is crazy, Thank you so much for this invaluable tutorial.
you got a subscriber , i wanted this tutotrial for so long , every time i look for decal tutorial i found the shrinkwrap method , thnk you 🙏
Your videos are wonderful. Their rich in information. When learned one understands so much more about Blender.
I had seen a couple tutorials since 1 month ago and I'm so glad to found a blender channel that covers and knows how to explain things everyone want to know! Thanks for sharing!
I do it with different UV maps for each decal on the mesh base material.
Soo... no need for extra meshes, shrinkwraps, nodes for placement and cut the backface texturing etc.
Just one material, with different UV maps applied to different decal images, mixed and mapped together in shader editor.
Plus you can mix in the normal, rughness, masks ....data into the base material...
In my opinion that is better & quicker than extra meshes, empties, modifiers, nodes for backfacing etc.
This is the correct way
I dream for a day that blender could implement an automatic way for the decal to append itself to any shader it needs to in decal groups.
Great technique and the perfect pace and level of instruction for a tutorial.
Genuinely worthy of a like and subscribe.
So in 3 months you grew from 65 to 14k subs. Well deserved, because this tutorial is awesome. While mesh-based decals certainly have their important use cases, I also mainly wanted to go with a method, that wouldn't generate z-fighting or have a visible distance between decal and surface. This is going to be very helpful!
Great tip! I’ve been afraid to jump in to blender for some time now, coming from Max I was afraid of blenders shortcomings , but your tutorials makes the jump less scary.
My new favorite 3D RUclipsr, keep em coming !🙌
super cool. I used to just paint in decal details like this onto a mask and mix that with the pbr material. But this allows for a lot more customizability later on. All techniques are useful for certain situations and its awome that you added a new way of doing it to the collection!
Just commenting to be part of your journey. Best of luck and keep up the quality.
Here to support! 👏✨
Wow, super cool technique! Thanks so much for sharing and teaching me something new in my Blender journey 🙏
As I gear up to return to my education on blender and all things 3d, your videos are excellent. I appreciate you taking the time to make these. Can't wait to see more. Cheers!
You deserve a lot of subscribers. I just discovered your channel. It's like finding a new color!
This is an awesome trick! NGL I sub'd when your Trends to Avoid video came out, didn't even realize you were just getting started haha honestly though, this channel is going to the moon if this quality keeps up. Best of luck!
this is a great tutorial, im making an abandoned house and im adding graffiti decals to the walls this is literally the exact video i was looking for when i searched how to add decals to walls :)
finally, something similar to projected decals like in game engines
Finally somebody explain how to use "object" output))))Thx, it was really useful
Awesome tutorial! Sometimes the alpha from the normal map may give you the keyhole matte you need for the sewer grate
And now we want the baking process of that
Oh, I forgot to link one. Thanks for reminding me. In the meantime, just look up baking on RUclips. There's tons.
Finaly a decent solution to decals in blender! its super smart congrats🙌
You articulate your ideas very well.
this is the way i used to do it in 3ds max, maya, c4d etc. Thanks for showing the correct method. I always used to see the shrink wrap method and used to think "what nonsense is this" unless its not an external object (which for some reason cant be embedded into the main object) theres no reason to use shrink wrap!
65 subs turned into 2k real quick. Love the channel and can't wait to learn more!
I know right! I'm extremely grateful.
A very underrated channel luckily I found ❤
I am very happy we are getting a new blender channel, awesome stuff mah dude o7
Absolutely fantastic 🙏 Always struggled with decals projecting trough!
yo wait... what? a day ago you had 65 subs, and now ur 3k??!? congrats man! thats amazing! deserved, this tutorial is fantastic!!!
Finally a proper decal tutorial for Blender!
Great tutorial. faved and dl'd for future reference.
Subbed, it's nice seeing that you went from about 60 subs to about 28k :)
Really enjoyable tutorial to watch, subbed and I hope your channel growth continues!
I never subscribe when asked.
You earned it.
Good work.
Your tutorials are very practical and out if the box, i am assuming you are watching best of best content and here is the result.
Generally, I learned on the job.
Well, he did say in a different video that he quit goldbox
Nice tut thanks. If one has a full color logo, how can you keep the logo colors and the base color?
Woohooo...coming from Cinema4D, that was one of the things I was missing so much in Blender. Thanks Robin, this is amazing
Finally! I use to do this in 3DS Max all the time much appreciated brother. 👌
Another wizard in CG world
I love the rising of your channel, I watched 3 videos just today. Keep making the great content 👍
From 65 subs to 10k in 2 months, well done! And super cool tutorial :)
interesting workflow! Very refreshing and im gonna fiddle with it :) thanks!
Excellent work, excited to see more of your content
Subscribed, and just picked up the addon and playing around with this bad boy as I'm typing this ....Well done my man!!!
Nice I've been doing this for a while and had problems with the projection. Now only is there was an easy way to copy paste instead of having to create a new node for each decal.
I agree. It's an area where Blender could use some improvements.
Ive tried for days to put graffiti on a displaced wall and this solved it
very smart workflow! Thanks for sharing!
This was super helpful. Thank you 🙏 Looking at your sub count now, it looks like a lot of people agree. I’m happy to add one more to that number.
love it. congrats on your subscribe rate lately!
It's funny how you have so less subscribers. You deserve much more. This technique was the one i was always trying to figure it out but couldn't do it by myself. You are a genius and thanks to you. Because of decals and lumen, i started working on unreal engine. But if blender's eevee next is similar to lumen, I'll get back to working in blender ❤❤. Once again thank you and please make such amazing tutorials. Love from India.
This is great, I use it myself quite a lot. One thing to keep in mind is that there are issues with motion blur when the decal empty is parented to a moving object.
Good to know!
this is great! thank you!
WOW, thank you. This works fantastic!
It was very helpfu, thank you! I wonder if there's a way to have a decal function like that without it being tied to a material, though?
Amazing! This video is gold! Thanks for sharing man
This is good man
very good quality and thoughtful
Thank you
Am lucky today because I found my second precious rendering video in RUclips!!! the previous one was about decals in twinmotion.
You got my subscription.
Just an amazing technique!
Ayoooo that's so helpful!!!!!! Thank you so much :>
Wish there was an add-on that automates all of this but hey, blender is blender
Meet one more new subscriber! Your channel is a lit!
That will be really useful for assetto track making
I was looking for this technique for months. Thanks a lot, and as it was fairly easy, I feel kinda dumb ^^"
Thanks, subscribed.
You're doing great work, keep it up!
Vary cool technique! Thanks for sharing!
Nice 👍
great video it is actually the video i needed thanks!!
Broooooo u doin great useful tutorial
this is gold
amazing 🧡
Keep up the great work! give it some time, you obviously know what you are doing!
Damn awesome, thank you
Originally I used this technique, but takes much much longer to build out your scene compared to shrinkwrap. Now I feel the best method is to use an addon todo this for you
this is so cool
Awesome tutorial, thank you. Well-deserved subscription from me. You will soon be on your way to 10k subs. 😀👍
Nice stuff
Very nice
Great and simple to understand! Seems that you have good tips for us about lighting also right?
awesome thanks!!!
Creating an addon for this would be amazing.
Someone just did (and even linked this video)… wonder what the video creator thinks?
Great! - you earned a new subscriber :-)
Hey there! Quick question: do you have any insight on how we go about separating (for baking) a texture that has the decals applied after the Principled BSDF? I'm used to baking the separate texture maps by what's plugged into the BSDF node, but not sure how to include the decals on the texture since they are added with a mix shader. TIA!
Hey! Whatever goes to the material output is what the baking renderer will use. Just try it out. I think it'll work as you expect it to.
Thats what i am talking about,fakin awesome dude!😊
Awesome, I love this.
I don't have much experience with Unreal Engine yet, but would it be easy to convert this project to Unreal? Or is this method only best for Blender exclusive workflows? Idk how decals in Unreal work but I wanna work with it alongside Blender in the future. 🤔
I've learned like 500 shortcut keys from this video alone than my 3 years using blender.
Ohhh man !!! and it bakes !!!
Hello @Robin Squares, can i use this setup for commercial by making it as an addon?
Of course! I don't own the technique. Someone has already given it a shot. Look up "Stamp it!" on Blender market
@@robinsquares Ok thanks a lot man😁
Baking tut please 😊
Is there a way to extract only the rotation of the empty. This decal method is perfect for everything I need except the normal map. If I rotate the decal the normals will still be pointing in the same direction. I found a way to rotate normal map vectors but idk how to pull the Z rotation of the empty without using drivers.
super useful stuff here man, thank you! is there a way to save those group nodes like the one you made for the sewer grate to file? i think it'd be really nice to be able to build a library of decal nodes that are easy to throw in a material when you need it
Only way I’ve managed it is to create an asset of a sphere with the material group applied. Drop the sphere into your scene and the material group can be found in the add node group menu.
@@Delusional3d that's actually so smart, i think this might be the way to go. appreciate you homie!
@Marshimized I have them in my asset browser. Look into saving node groups to the asset browser. It's drag-and-drop after that.
@@robinsquares i thought i remembered doing that for a tutorial or something a long time ago, exactly what i was looking for. thank you! also, the notification i got for this comment shotened your comment to "i have them in my ass..." and i spit out my tea, so thanks for that too
Oops 😂
HOLA SE PUDE CREAR ASSET BROWSER DE CALCAMONIAS PARA USAR ESTE ADDONS GRACIAS
my guy is speedrunning youtube subscriber in one day lmao
Holy shit i had no clue this was even possible in blenders
Question.. looking at your grafitti example.. what if you want just the decal to be metalic, or emit light?
Possible. Try it.
@robinsquares that is what I am asking. With the mix into the principled, if I crank up the metallic, everything goes metalic.
@@Some_Guy_Called_Raven Either use the mask to mix between two metallic levels, or use it to mix between two different shaders altogether.
@@robinsquares ok, that makes sense. I was overthrowing it. Loving your channel, Subscribed last night
These node streams for texturing look pretty intense for new users like me. Is there a way to save some of these to re-use?
How can I mix the roughness as well or is it already added when applied to the base
I don't know if you're into add-ons, but a graffiti maker geometry nodes setup would be pretty cool, and not that hard.
Hello. This is extremely useful but i want to text decal on both side but other side is flipped can i solve that?
The correct way to make decals is with geometric stencil planes with shrink wrap or geometry copy,if you what to retain the tiling in the underlaying texture, otherwise the texture will only work on Blender and not other programs.