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Decal generator properties

The Decal generator wraps a material and a flat mesh onto a parent to create surface details such as knots, lumps, or cavities.

Generation

Random Seeds

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 mesh asset LOD slots.

Resolution

See 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 Material Bar. Materials are chosen based on their weights and season settings.

Material

Choose a material from the 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.

PropertyDescription
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.