3d:shading

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3d:shading [2025/08/19 10:06] – [Decals using UVs] mh3d:shading [2025/08/19 10:13] (current) – [Walkthrough] mh
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 Using **Node Wrangler** use **''CTRL'' + ''T''** to auto add the mapping branch. Using **Node Wrangler** use **''CTRL'' + ''T''** to auto add the mapping branch.
  
-Replace the +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.1755590808.txt.gz
  • Last modified: 2025/08/19 10:06
  • by mh