@@MACHIN3 i am watching a tutorial about non destructive modeling and Decal machine was used. as a student i wish i can afford it now. is there no discount rate for it. like $30 atleast i can afford that
Omg... I was checking your twitter every day in hope to see an announcement for the 2.8... And youtube suggested me the vid... Probably the best day of this year :p
16:10 I see you have the decal projected and you can still move it with the G key and rotate it using the scroll wheel. For some reason I am unable to do that. When I press G, it won't move and when I scroll I can see the Rotate angle change in the HUD but the decal itself stays put. What am I doing wrong?
so cool addon, tho i have small idea for next realese. It would be nice to have and option to pack all decals textures into one texture sheet befeore export, so in for example udk 4 all decals belong to one material and one bigger texture.
Probably because you are projecting, not applying. Applying a decal has a very specific meaning in DECALmachine, see machin3.io/DECALmachine/docs/re-apply/ Also see machin3.io/DECALmachine/docs/project/ for details on how to project and shrinkwrap decals, the later may be what you want to do if you want to move your decals.
Is there documentation for mixing bakes from DECALmachine with high poly bakes for games? I'm not sure how to utilize the normals from DM along with sculpt normals on my highpoly mesh
Can't find a lot of info on these, but AO fields and decals seem like technique used with deferred rendering paths, which would prevent them from being an option in Blender.
When you create a subset material, how do you go about applying a separate material to it? I see it around 3:45 but don't see what you're doing to create the new material for the subset.
Getting an issue with the panel decal where one end is lit and one end isn't, leading to it not merging very well when it repeats. I tried messing with Ao and other settings but no avail. Tips?
@@MACHIN3 Between then and now I got it working. Still no idea what the problem was. Thanks though - if I run into the same issue I'll mail over the blend file.
One quick question: is it possible to create a new decal with one of the materials already set? Like: I'd like to create a decal for a hole, with the deep part of the hole already black. So far I tired putting a plane down there, and decalmachine gives it a second material, which is default material. So if I save it into my library I will have to always set that material when I use it
No, decals don't store materials. I suggest you make the decal normaly, without a second object at the bottom, but then edit the ao_curv_height map, to make the ao part black. Check out the Example decals 009 and 021 where I did the same.
Having a few issues creating my own decals. One, I made these stripes which use a transparent background. However, when I place the decal, I'm getting these faint lines here, but there is no information in that part of the image that the decal is created from. Any way to avoid this? www.screencast.com/t/XYeV19HmkFY8 Also, when I import my image and create a decal out of it, it is bigger than I want it to be. Is there a way to scale down the decal in Blender so that when I apply a decal its more to the size I want?
i created my own decals but some of them show a faint gray background when I zoom away from the applied decal object. But when I zoom back in, the background disappears and the decal is shown correctly with transparent background. Any ideas why this would be happening? something with my PNG? or some settings? Thanks!
I am trying to create my own decals, simple label from png image, after the image is loaded everytime when I hit "create Info Decal" tab Blender suddenly crashes without warning. I am on windows 10 Blender v2.83a. Please help, I'm stuck.
@@MACHIN3 Of course it is, here you are: builder.blender.org/download/ it's alpha version and I've been using it for some time, does it mean decalmachine does not support this version yet?
Nice. Will the parallax effect work in unreal engine once I bake this within blender? can I polish my model in substance painter with the decals baked in blender? Thank you
Baking decals and then using parallax is not a good idea. If you want to use parallax you should keep the decals floating or use a trim sheet, see ua-cam.com/video/YVZo-LJXkWg/v-deo.html
@@MACHIN3 hi saw the vid I am still having a hard time following it since I have not used trim sheets and atlas with blender. I hope you will makr a video regarding it and seeing it exported on unreal since there are a lot of ue4 users. Thank you so much 🙂
@@MACHIN3 aw i see. Excited for its release, with substance and unreal engine videos 🙂 Thank you will probably wait for it before buying it or maybe soon if I can't help it anymore. Hehe. Btw when will it be released? More power to this addon!
can you put a decal through another decal ? like, If you put a line decal through an inset deal, what would happen ? or should one use a plug instead ?
I was just experimenting with this and I'd say it depends on your goal. Like if you have a cylindrical recess as the first decal, and you want the second decal to land on the perpendicular (or angled) surface of that cylindrical recess then you'd be better served using a plug. When I just followed along with this video and put a road sign decal over the center of the recessed decal, the parallax gives an uncanny valley kind of feeling that I think kind of breaks the illusion. That may be a bit nit picky though to be fair.
Hi Machine3 - awsome stuff - cannot wait to download and update. One immediate question that came up while I saw this - is there a way to create a decal from a height map as well (would be a subset type but not from a model, but from a PNG with alpha and height information (or normal information - I have both)). I would love to turn all the alpha stamps I have (and use in Substance Painter) from various collections into decals that I can also use right in blender (use as such or and then export to SP once you reincorporate that function into Decalmachine for 2.8). Maybe there is either a way to adapt the save files or a way to do it with the create process?
There is no tool for this yet, but I plan to add in batch creation again. Which would work from a folder of files, instead of baking those files. I do need normals, height and alpha.Height needs to be 50% grey at "surface level". AO would be useful as well. But you could go with out it too. I can generate curvature form the normals, if it's not supplied. Height is actually optional as well, but if you don't supply it you won't have parallax. Most "alpha/stamp packs" don't come with all these textures it seems though. What you could try is create a plane, subd it a lot, use you alpha stamp/height to displace it and then create the decal from this displaced mesh. If this works well, I could probably automate it too.
This is very awesome, I'm going through your entire decal tutorial videos to get a hang of it. So far it's so simple to use. So a question I have is for the simple/subset creation it allows for 2 materials to be applied. Is it possible for me to build a more complex/detailed subset where it may have 3-4 different materials?
awesome tool! is it possible to bake several decals on one texture set so I can reuse them in ue4? having each decal on its own texture set is not quite friendly for game asset creation.
Watching at 0.5 speed and it's still going way too fast. Would be nice if you could explain some things a bit more, like how you do the uv stretching, or why slice needs to be checked for panel libraries.
Watch the proper videos, for instance Preferences and Adjust, if you want to know why panel decal libs need to be marked as such or if you want to know about panel decal uv stretching. I can't be expected to repeat myself in every video can I? machin3.io/DECALmachine/docs/preferences/ machin3.io/DECALmachine/docs/adjust_defaults/ In general, watch the videos from the docs, where they are embedded, not randomly on youtube. There is an order to it all and its beautifully laid out in the docs: machin3.io/DECALmachine/docs/ Go though it from top to bottom.
Are there any noob friendly tutorials out there? These videos dont explain how to actually DO whats going on in the video - e.g. 'Throw the decal onto the sphere to test it'....I'm having to rely on various googles and videos to try and learn this very powerful but very confusing tool!
Maybe go through all the videos from beginning to end, instead of starting with this one? I can't be expected to repeat myself in every video. What I mean with that phrase is moving the decal (move tool) to the surface of the sphere, and then optinoally project it if it's a curved surface. I cover literally EVERYTHING there is to know about DECALmachine in 40 or 50 videos, all freely accessible, and starting from the very simple to th the more advanced: machin3.io/DECALmachine/docs/ It's even structured in a way that allows you to go from top to bottom.
Why i cannot remove this edges (dissolve) like on corners at the begining of the tutorial??? Blender just collapse geometry. If I try to remove it as a face it works but faces remain?
This is the best Addon of all time.
I got the addon thinking it was a bit overpriced...now that I've seen this I think it's worth every cent! So amazing!
Thanks!
@@MACHIN3 i am watching a tutorial about non destructive modeling and Decal machine was used. as a student i wish i can afford it now. is there no discount rate for it. like $30 atleast i can afford that
5 years on this is still an insanely cool add on! Buy it, you will not regret it!
Thank you, it has come a long way since then too.
Omg... I was checking your twitter every day in hope to see an announcement for the 2.8... And youtube suggested me the vid... Probably the best day of this year :p
Thanks :)
@@MACHIN3 You're welcome ! Any chance to get a seconde best day with the release of MeshMachine ? :D
@@TupperwareGaming I hope to make this happen this month.
Been waiting for the tool to add seamless object onto the smooth surface for my whole 3D life. This would probably be the one.
Note that it's just an illusion and for the most part suited best for details. You may also want to look into ua-cam.com/video/rrWGJ1hs3oo/v-deo.html
Gosh - What an nice workflow - this makes me so happy - thanks a lot for this awesome add-on - can't wait for meshmachine and plugs
Absolutely brilliant.
16:10 I see you have the decal projected and you can still move it with the G key and rotate it using the scroll wheel. For some reason I am unable to do that. When I press G, it won't move and when I scroll I can see the Rotate angle change in the HUD but the decal itself stays put. What am I doing wrong?
machin3.io/DECALmachine/docs/project/
@@MACHIN3 Brilliant! Thank you.
so cool addon, tho i have small idea for next realese. It would be nice to have and option to pack all decals textures into one texture sheet befeore export, so in for example udk 4 all decals belong to one material and one bigger texture.
after I apply the decal and press g, why can't I move it like you do?
Probably because you are projecting, not applying.
Applying a decal has a very specific meaning in DECALmachine, see machin3.io/DECALmachine/docs/re-apply/
Also see machin3.io/DECALmachine/docs/project/ for details on how to project and shrinkwrap decals, the later may be what you want to do if you want to move your decals.
@@MACHIN3 Thank you!
a simple ctrl l to link the new created panel slice material to the test slice is enough to preview slices !
You are correct, I should use that more.
Relay good stuff.. I'm getting good results making new decals... Waiting patiently for 1.9..
can i use decal machine with a view to use sculpting brushes, and create decals of the sculpts? Is it possible within DM's workspace?
no
Is there documentation for mixing bakes from DECALmachine with high poly bakes for games? I'm not sure how to utilize the normals from DM along with sculpt normals on my highpoly mesh
You can mix normal maps directly in Substance Painter .You can also do it in Photoshop. There are dozens of videos on it on youtube.
@@MACHIN3 thanks, I was just wondering if there was a streamlined way to do it in Blender. But that should work!
I'm wondering if there is a way of using this plugging to place AO decals on top of geometry
Can't find a lot of info on these, but AO fields and decals seem like technique used with deferred rendering paths, which would prevent them from being an option in Blender.
Does it work with the mesh which has got material displacement?
When you create a subset material, how do you go about applying a separate material to it?
I see it around 3:45 but don't see what you're doing to create the new material for the subset.
machin3.io/DECALmachine/docs/match_material/
@@MACHIN3 Thank you, yes I figured it out yesterday.
Getting an issue with the panel decal where one end is lit and one end isn't, leading to it not merging very well when it repeats. I tried messing with Ao and other settings but no avail. Tips?
machin3.io/DECALmachine/docs/faq/#get-support
@@MACHIN3 Between then and now I got it working. Still no idea what the problem was. Thanks though - if I run into the same issue I'll mail over the blend file.
Having a Problem Where it Tells me that my Decal is not in the View Layer
One quick question: is it possible to create a new decal with one of the materials already set? Like: I'd like to create a decal for a hole, with the deep part of the hole already black. So far I tired putting a plane down there, and decalmachine gives it a second material, which is default material. So if I save it into my library I will have to always set that material when I use it
No, decals don't store materials. I suggest you make the decal normaly, without a second object at the bottom, but then edit the ao_curv_height map, to make the ao part black. Check out the Example decals 009 and 021 where I did the same.
@@MACHIN3 this makes sense, seems a reasonable solution to me, thanks!
Having a few issues creating my own decals. One, I made these stripes which use a transparent background. However, when I place the decal, I'm getting these faint lines here, but there is no information in that part of the image that the decal is created from. Any way to avoid this? www.screencast.com/t/XYeV19HmkFY8
Also, when I import my image and create a decal out of it, it is bigger than I want it to be. Is there a way to scale down the decal in Blender so that when I apply a decal its more to the size I want?
i created my own decals but some of them show a faint gray background when I zoom away from the applied decal object. But when I zoom back in, the background disappears and the decal is shown correctly with transparent background. Any ideas why this would be happening? something with my PNG? or some settings? Thanks!
I'm gonna need to see it myself: machin3.io/DECALmachine/docs/faq/#get-support
@@MACHIN3 Sent! Thank you.
Are there any docs online that states what the specs are for an image that will load in DC? Format, resolution etc...
PNG, any color space, optionally with alpha channel, no resolution requirements.
@@MACHIN3 Thanks.
why my blender doesn't have Hard Ops? Should I buy Hard Ops??
hardops-manual.readthedocs.io/en/latest/
Hi! How to save a scene with decals to render on a render farm? They dont have this addon. Is it possible to render correctly?
machin3.io/DECALmachine/docs/adjust_defaults/#texture-storage
I am trying to create my own decals, simple label from png image, after the image is loaded everytime when I hit "create Info Decal" tab Blender suddenly crashes without warning. I am on windows 10 Blender v2.83a. Please help, I'm stuck.
There is no 2.83a, there isn't even a 2.83 release yet. If you want to report an issue, see machin3.io/DECALmachine/docs/faq/#get-support
@@MACHIN3 Of course it is, here you are: builder.blender.org/download/ it's alpha version and I've been using it for some time, does it mean decalmachine does not support this version yet?
Nice. Will the parallax effect work in unreal engine once I bake this within blender? can I polish my model in substance painter with the decals baked in blender? Thank you
Baking decals and then using parallax is not a good idea. If you want to use parallax you should keep the decals floating or use a trim sheet, see ua-cam.com/video/YVZo-LJXkWg/v-deo.html
@@MACHIN3 hi saw the vid I am still having a hard time following it since I have not used trim sheets and atlas with blender. I hope you will makr a video regarding it and seeing it exported on unreal since there are a lot of ue4 users. Thank you so much 🙂
@@lz4090 This was a preview video, DECALmachine 2.0 is not yet released.
@@MACHIN3 aw i see. Excited for its release, with substance and unreal engine videos 🙂 Thank you will probably wait for it before buying it or maybe soon if I can't help it anymore. Hehe. Btw when will it be released? More power to this addon!
can you put a decal through another decal ? like, If you put a line decal through an inset deal, what would happen ?
or should one use a plug instead ?
I was just experimenting with this and I'd say it depends on your goal. Like if you have a cylindrical recess as the first decal, and you want the second decal to land on the perpendicular (or angled) surface of that cylindrical recess then you'd be better served using a plug. When I just followed along with this video and put a road sign decal over the center of the recessed decal, the parallax gives an uncanny valley kind of feeling that I think kind of breaks the illusion. That may be a bit nit picky though to be fair.
Hi Machine3 - awsome stuff - cannot wait to download and update. One immediate question that came up while I saw this - is there a way to create a decal from a height map as well (would be a subset type but not from a model, but from a PNG with alpha and height information (or normal information - I have both)). I would love to turn all the alpha stamps I have (and use in Substance Painter) from various collections into decals that I can also use right in blender (use as such or and then export to SP once you reincorporate that function into Decalmachine for 2.8). Maybe there is either a way to adapt the save files or a way to do it with the create process?
There is no tool for this yet, but I plan to add in batch creation again. Which would work from a folder of files, instead of baking those files.
I do need normals, height and alpha.Height needs to be 50% grey at "surface level". AO would be useful as well. But you could go with out it too. I can generate curvature form the normals, if it's not supplied.
Height is actually optional as well, but if you don't supply it you won't have parallax.
Most "alpha/stamp packs" don't come with all these textures it seems though.
What you could try is create a plane, subd it a lot, use you alpha stamp/height to displace it and then create the decal from this displaced mesh.
If this works well, I could probably automate it too.
@@MACHIN3 The last thing works - I pinged you an email with the result. It has some limitations that maybe can be overcome.
How does one get this addon now as its not on blendermarket now?
It will be back on BM soon, till then: gumroad.com/l/DECALmachine/
This is very awesome, I'm going through your entire decal tutorial videos to get a hang of it. So far it's so simple to use. So a question I have is for the simple/subset creation it allows for 2 materials to be applied. Is it possible for me to build a more complex/detailed subset where it may have 3-4 different materials?
No, thats not currently possible and won't be in future either, until I support textured decals.
Can this be exported for Sketchfab?
just fantastic! even if coming from 2.79! the userfriendlyness is that much boosted, I can*t get off creating useless panels! ;)
Haha, I know right.
awesome tool! is it possible to bake several decals on one texture set so I can reuse them in ue4? having each decal on its own texture set is not quite friendly for game asset creation.
Not yet, atlasing will come back in version 2.0.
Wow!
"PIL is needed for decal creation. Internet connection required." Is it possible to install PIL without internet connection?
No, you need to have internet when you install it. Only once though.
Watching at 0.5 speed and it's still going way too fast. Would be nice if you could explain some things a bit more, like how you do the uv stretching, or why slice needs to be checked for panel libraries.
Watch the proper videos, for instance Preferences and Adjust, if you want to know why panel decal libs need to be marked as such or if you want to know about panel decal uv stretching. I can't be expected to repeat myself in every video can I?
machin3.io/DECALmachine/docs/preferences/
machin3.io/DECALmachine/docs/adjust_defaults/
In general, watch the videos from the docs, where they are embedded, not randomly on youtube. There is an order to it all and its beautifully laid out in the docs:
machin3.io/DECALmachine/docs/
Go though it from top to bottom.
nothing when I render. Wry ?
machin3.io/DECALmachine/docs/faq/#get-support
Awsome
LMFAO the Ubuntu font is soooo popular right now it's actually absurd
Are there any noob friendly tutorials out there? These videos dont explain how to actually DO whats going on in the video - e.g. 'Throw the decal onto the sphere to test it'....I'm having to rely on various googles and videos to try and learn this very powerful but very confusing tool!
Maybe go through all the videos from beginning to end, instead of starting with this one? I can't be expected to repeat myself in every video.
What I mean with that phrase is moving the decal (move tool) to the surface of the sphere, and then optinoally project it if it's a curved surface. I cover literally EVERYTHING there is to know about DECALmachine in 40 or 50 videos, all freely accessible, and starting from the very simple to th the more advanced: machin3.io/DECALmachine/docs/
It's even structured in a way that allows you to go from top to bottom.
Thanks - Wasnt complaining, apologies if it was taken that way. Just after somthing more akin to a 'lesson' rather than a features walkthrough.
No worries, FWIW I do plan to do project oriented teaching too, but one man can only do so much.
Will u go faster? Thanx!😐😑
Why i cannot remove this edges (dissolve) like on corners at the begining of the tutorial??? Blender just collapse geometry. If I try to remove it as a face it works but faces remain?
If you dissolve the edges you need to untick the "dissolve verts" option in the redo panel. If you dissolve the faces you don't need to.
@@MACHIN3 thank You very much. That solve the problem. I would never figure it out.