Decals
Decals are used to place images onto a UV with specific location, rotation, and blending. 4 independent Decal sections are available, with extensive base and AudioLink options.
They can be used to add high resolution designs and details onto a mesh without the base texture having to be higher resolution, or to replace base textures entirely. This can allow fun and unique ways to decorate your Avatar with logos, shapes, stickers, or even as a blush emote toggle.
Example of 3 Decals placed on this Avatar's Jacket; a Poiyomi Shaders wordmark, the Poi Logo, and a Snowflake.
Decal RGBA Mask
Type
: Data Texture (sRGB = OFF
)
A mask texture that defines where to place different decals. Each decal section can define which channel of the mask to sample from.
This texture defaults to pure white, so no masking will be applied with no texture defined.
Decal Slot
Type
: Checkbox
Enables the mentioned Decal slot.
Each of the 4 decal sections (0, 1, 2, 3) have the following options listed below. They are independent of each other and colors are blended in order of ID, according to their blend operation. Decal Emissions are always added with one another when overlapping.
Positioning
Decals supports the Raycast feature, which allows you to visually position a Decal on your Model without having to second-guess it's exact UV coordinates.
To use this feature, edit the Decal on your Material directly from the Mesh as shown here:
Left-Click
on the Raycast button to enable the feature. Hover the Mouse over your Mesh to position it, then Left-Click
again to finalize your placement.
Position
Type
: Vector2
Where on the UV the decal's center should be.
Rotation
Type
: Float, Range:0.0 - 360.0
How much rotation to apply to the decal, around its center position.
Rotation Speed
Type
: Float
A constant roatation speed applied to the decal. A value of 180
will rotate the decal once per second.