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| 3d:shading [2025/08/19 10:04] – [Decals using UVs] mh | 3d:shading [2025/08/19 10:13] (current) – [Walkthrough] mh | ||
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| ===== Decals using UVs ===== | ===== Decals using UVs ===== | ||
| - | {{: | + | ==== Result ==== |
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
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| + | ==== Walkthrough ==== | ||
| + | |||
| + | This works for objects that are already UV unwrapped. | ||
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| + | In the shader editor, add an image texture to the base color. | ||
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| + | Using **Node Wrangler** use **'' | ||
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| + | Replace the **Texture Coordinate** node by a **UV map** node. | ||
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| + | If necessary change the scale of the bottom texture. | ||
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| + | 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. | ||
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| + | Use **'' | ||
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| + | Use the Alpha of the decal image as factor for the mix. Use **'' | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | Select the faces where you want to decal and either **project from view** or **angle based projection** and scale/ | ||
| + | |||
| + | ---- | ||
| ===== Eevee Bloom ===== | ===== Eevee Bloom ===== | ||