Best decal system for Blender hands down. It resembles the ease of use of decals in Unreal. Excellent job. I love that the decal is added to the object's material as it makes it easy to bake the final texture for export. In the next update, I'd like to see a procedural "Wear/Decay" option that adds to the general "Opacity." But that's an easy thing to do manually if needed. Thanks for the great addon. Immediate purchase based on what's shown in this video.
great stuff. is any plans of embedding the sorting of stamps into the addon-panel? ...also it would be great to have some sort of grunge/alpha feature to roughen decals/edges of decals up and adding the option for a bump-effect on the edges of stickers.
hi, bought your addon yesterday and really like it. I have one question: The opacity slider only has an effect between values 0 and 0.25 (instead of 1) which makes it a bit hard to adjust. (running latest addon 1.2.2 with blender 4.0). And if you don't mind a feature request to toggle edge bump-effect for stamps with width/blur slider and bump strength. (but I understand if you don´t want to overload it with features)
hello i like the use of it as texture for a whole mesh any tip to avoid a texture stretch please ? maybe divide the mesh in multiple parts ? plus i'd like to have the full pbr options for the stamp do i have to edit it directly from inside ?
do you have a tip on how to do the alpha cutout you show in the product page? I know how to re-wire this back into my main shader manually, but I was wondering if I could create multiple holes easily directly through the stamps?
figured it out, the texture coordinates need to be fixed (separate XYZ) should be on X and Y, then greater and less than for both, and multiplying both results together. Technically I believe this is how it should be right now as well so it's probably a mistake?
I bought this addon - brilliant. I suggest you people to buy it before it will be an expensive popular piece with many additional function :) It`s a good investment :)
Is it possible to turn the decal into it's own mesh without any parenting and still keep the decal on the surface of the object ? (mainly for weapon skinning)
For now, this is all too inconvenient. As long as Substance Painter exists, there is no point in me bothering with the built-in functionality of Blender. They just need to copy the Substance Painter mechanics 1 in 1. The person who wrote this addon just wasted a lot of time.
Best decal system for Blender hands down. It resembles the ease of use of decals in Unreal. Excellent job. I love that the decal is added to the object's material as it makes it easy to bake the final texture for export. In the next update, I'd like to see a procedural "Wear/Decay" option that adds to the general "Opacity." But that's an easy thing to do manually if needed. Thanks for the great addon. Immediate purchase based on what's shown in this video.
thank you for making this - this process is way too complicated normally. I wanted something like Unreal engine decals and this hits it perfectly.
great stuff. is any plans of embedding the sorting of stamps into the addon-panel? ...also it would be great to have some sort of grunge/alpha feature to roughen decals/edges of decals up and adding the option for a bump-effect on the edges of stickers.
hi, bought your addon yesterday and really like it. I have one question: The opacity slider only has an effect between values 0 and 0.25 (instead of 1) which makes it a bit hard to adjust. (running latest addon 1.2.2 with blender 4.0). And if you don't mind a feature request to toggle edge bump-effect for stamps with width/blur slider and bump strength. (but I understand if you don´t want to overload it with features)
hello i like the use of it as texture for a whole mesh any tip to avoid a texture stretch please ? maybe divide the mesh in multiple parts ? plus i'd like to have the full pbr options for the stamp do i have to edit it directly from inside ?
Did you get the response for this use case? I'm eager to learn how to avoid texture stretch on curve surface too.
blendermarket.com/products/easy-decal--stamp
do you have a tip on how to do the alpha cutout you show in the product page? I know how to re-wire this back into my main shader manually, but I was wondering if I could create multiple holes easily directly through the stamps?
figured it out, the texture coordinates need to be fixed (separate XYZ) should be on X and Y, then greater and less than for both, and multiplying both results together. Technically I believe this is how it should be right now as well so it's probably a mistake?
I bought this addon - brilliant. I suggest you people to buy it before it will be an expensive popular piece with many additional function :) It`s a good investment :)
You can do this with geo node
@@ApexArtistX Yes, probably, but I am not good at nodes and it is easier if someone does it for me. It does worth a couple of dollars.
Brilliant thanks! For some reason for me it's not the CTRL key but the G key to snap to the object
Thanks for making this! Like the summary at the end too (:
I bought this amazing add-on, but when I duplicate the object, the stamp doesn't follow the duplicate! can you help me ?
Great tool boss👍
Not working with animation
When i animate my object the stamp gone away even If can not parent it
:/
Is it possible to turn the decal into it's own mesh without any parenting and still keep the decal on the surface of the object ? (mainly for weapon skinning)
sadly its not compatible with the megascan decals that needs an alpha??
how to export fbx with stamped textures on the object?
Thanks for sharing :) I like this addon, really cool
Thank you for the video, your addon is great
Can you break the video into chapters for quick scrubbing?
It’s only 5 min
Game changer!
For now, this is all too inconvenient. As long as Substance Painter exists, there is no point in me bothering with the built-in functionality of Blender. They just need to copy the Substance Painter mechanics 1 in 1. The person who wrote this addon just wasted a lot of time.