====== Decal generator properties ====== {{:decal-generator-icon.png?nolink&100|}} The Decal generator wraps a material and a flat mesh onto a parent to create surface details such as knots, lumps, or cavities. ===== Generation ===== Refer to [[generation_properties|Generation Properties]]. ===== Random Seeds ===== Refer to [[random-seeds-properties|Random seeds properties]]. ===== Mesh ===== Change the size and LOD settings for the mesh. ==== Use actual size ==== When enabled, the mesh will start the same size as it was in its original file. Otherwise, the size will be unitized (i.e., fit in a unit box). ==== Scale ==== Increase or decrease the size of the mesh. === Absolute === Increase or decrease the size of the mesh by a fixed amount. This amount doesn’t adjust relative to the size of the parent. === + % of parent === Increase or decrease the size of the mesh relative to the size of the parent. This value is multiplied by the size of the parent node and added to the size of the mesh. Use this value when combining meshes procedurally to ensure that meshes further down the hierarchy gradually decrease in size. ==== Mesh LOD offset ==== When set to a value other than 0, the mesh currently assigned will go up or down in mesh resolution (**High**, **Medium**, or **Low** detail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model. To use this property, meshes must be assigned in at least two of the three [[kcmeshes|mesh asset LOD]] slots. ==== Resolution ==== See [[kcvfxresolution|Resolution]]. ===== Decal ===== Change the position and displacement of the node. ==== Rotation ==== Rotate the node from the mesh’s pivot point. ==== Offset ==== Set how far off the parent the node sits. To avoid depth conflicts (or z-fighting), set the value above 0. ==== Height ==== Displace or extrude parts of the node based on its heightmap. This property only works if there’s an active heightmap on the material. === Amount === Set the amount of displacement based on the heightmap on the material. === Zero === Adjust what the Modeler considers a zero point on the heightmap. Use this property to displace nodes with grayscale heightmaps without changing the brightness or opacity of the map. ===== Material ===== Select a material and mesh combination. Meshes must be assigned to the material on the [[toolmaterialsassetsbar|Material Bar]]. Materials are chosen based on their weights and [[kcseasons|season]] settings. ==== Material ==== Choose a material from the [[toolmaterialsassetsbar|Materials Bar]]. If **None** is selected, the default geometry is generated. ==== Mesh ==== Choose which assigned mesh is used. Select a specific mesh or let the system select one for you. ^**Property**^**Description**^ | **Any** | Any mesh assigned to the chosen material. | | **Primary** | The first mesh listed on the material. | | **Not the primary** | Any mesh but the first one listed on the material. | ==== Weight ==== Set the probability that a node receives this material (this weight ÷ sum of all weights). ===== Dynamic LOD ===== The properties in this group control how the mesh reacts to level of detail computations. ==== Weight ==== Increase or decrease the likelihood that meshes in this generator will survive the LOD process (vs. whatever it's grouped with in other generators). Use the parent curve to target specific areas of the model. ==== Mesh index ==== This curve controls which mesh LOD (if present) is used for each LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD.