I’m curious if anyone of the awesome tech artists here have ever made a useful and (relatively) cheap 3d shader for scorch marks?
I’ve seen a shader working in Frostbite that did a simple planar projection along all 3 axis and blended the results (so if you pumped noise with a circular gradient along each axis, you ended up with an ambiguous volume scorch mark), but I missed my opportunity to explore how it was created.
If Keith is talking about what I think he is it’s pretty much a multidirectioanl decal. The 3d aspect of it comes from being able to put it in a corner and it will look right on both the walls and the floor without stretching.
Using the Unreal decal system, its not possible to use pixel normal, so its not possible to use a simple planar projection here. So a 3d noise need to be generate on each axis, then merging them together. A bit more expensive, but still reasonable. Some cons I can see with this is:
Marks might look funny on some angle
Won’t be possible to add normal bump, at least with the Unreal decalActor system
Limited used as we can’t project custom 2d textures
You can use a noise sample ofc but I’ve found they are quite expensive for pixel use, and not very artistically controllable.
Instead I just use a cube map to drive the noise. The image here just shows UE4’s default cube map texture which adds a nice little bit of detailing/textural detail over standard noise. You could go all in and bake out a cubemap with what you want, though.
In this particular case I couldnt find a way to pull decal size in the shader, but thats not really the focus on this.
I’d personally stick down this route, its content driven by the cube artwork and is a single tex sample. I personally wouldn’t use decals for UE4 but needs must. You could prob pretty easily make it look like it’s burning by being clever with your cube map info and running through gradients too.