We all know Machin3 is a top-tier operator when it comes to tool creation for helping make our modelling lives in Blender more productive and enjoyable but at 0:19, the shader on those end caps of the squarish object looks cool the way it applies a diffuse blurring of the underlying surface. I'd love to see Machin3 discuss how that effect is created.
@MACHIN32 ай бұрын
You can check it out it's in the Decal Basics example file that comes with DECALmachine :) It's just a transmissive plastic-like material with a little roughness. There is a knurled normal map on it too, but it isn't very visible anymore in Eevee Next. I actually preferred the look of legacy Eevee here, Eevee Next blurs too much and changes how much is blured based on the view's distance, which is not realistic.
@bhopboy21652 ай бұрын
that door 😍
@MACHIN32 ай бұрын
yes :)
@mjmuftah2712 ай бұрын
Is the door r amazing or the addon..🎉❤
@jonasateo2 ай бұрын
Sorry for being stupid but what is the simplest way to get decals or a trimsheet like this from Blender into a game engine like unity? :)
@MACHIN32 ай бұрын
With trimsheets you can just export it like any other mesh. All the detail exists on the mesh/UVs already. With decals it makes sense to create an atlas, so multiple or even all decals share a single texture set. See machin3.io/DECALmachine/docs/export_introduction/