3d:shading

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3d:shading [2025/08/19 10:03] – [Eevee Bloom] mh3d:shading [2025/08/19 10:13] (current) – [Walkthrough] mh
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 ===== Decals using UVs ===== ===== Decals using UVs =====
  
 +==== Result ====
 +
 +{{:3d:decal-with-uv.png?direct&700|}}
 +
 +----
 +
 +==== Walkthrough ====
 +
 +This works for objects that are already UV unwrapped.
 +
 +In the shader editor, add an image texture to the base color.
 +
 +Using **Node Wrangler** use **''CTRL'' + ''T''** to auto add the mapping branch.
 +
 +Replace the **Texture Coordinate** node by a **UV map** node.
 +
 +If necessary change the scale of the bottom texture.
 +
 +Duplicate the entire branch (with the Principled BSDF) and in this second branch replace the image with background alpha 0 channel to use as decal.
 +
 +Use **''CTRL'' + ''SHIFT'' + ''RIGHT CLICK'' & ''DRAG''** to mix the two Principled BSDF togethers.
 +
 +Use the Alpha of the decal image as factor for the mix. Use **''ALT'' + ''S''** on the mix to swap the channels if necessary. **The decal should be on the bottom input**.
 +
 +With the object selected, in the **Data** property panel, under UV Maps, add a second UV Map. Rename it decal and use it as the UV Map for the Vector coordinates of the mapping on the decal texture.
 +
 +Select the object and smart UV project it. Select all, scale it down and put it in an alpha 0 portion on the decal image.
 +
 +Select the faces where you want to decal and either **project from view** or **angle based projection** and scale/rotate to get the decal into position.
 +
 +----
 ===== Eevee Bloom ===== ===== Eevee Bloom =====
  
  • 3d/shading.1755590630.txt.gz
  • Last modified: 2025/08/19 10:03
  • by mh