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Decal samples

Posted: Mon Feb 10, 2025 11:49 pm
by neonZorglub
Native Decal Support
[Available from version 2025.1 Beta1 - 16.01]

The decal feature allow you to project textures onto surfaces, adding visual details like dirt, damage or patterns without altering the underlying geometry. Decals are only compatible with mesh geometries.

Because of the complexity of the Octane materials, it is necessary to specify which channel receives the decal by connecting a decal texture node to the appropriate channel.
Ref: viewtopic.php?f=33&t=84310


Here are some samples:
Decal_samples.zip
(639.46 KiB) Downloaded 271 times
Decal_Sample01.png
The Box001 uses a Decal texture that is set to use decal texture index 1, and defines a Base texture (woodgrain) applied where no decal is projected.
The OctDecal_002 object defines the volume where textures will be projected, and a list of textures (only 1 in this sample)
Decal_Sample02.png
2 objects use different Decal textures, but using both decal texture index 1.
A single Decal object defines this texture index 1.
Decal_Sample03.png
3 objects use different Decal textures, and 2 Decal objects define different lists of textures.
The teapot and ground plane use decal texture index 1.
The box uses decal texture index 2.
OctDecal_001 define texture index 1 and 2. (Procedural effects and Smooth Voronoi)
OctDecal_002 define texture index 1 (Stripes).


Note that the decal objects can be rendered as a wireframe box. This can be disabled in Octane Decal object's rollup, "Misc..." button,
as well as in Render settings, Tools tab, Custom Scene Settings rollup

Re: Decal samples

Posted: Wed Feb 12, 2025 2:17 pm
by tombyrom
Nice work neonZorglub, look forward to trying this out

Re: Decal samples

Posted: Wed Feb 12, 2025 2:33 pm
by tombyrom
Just had a quick play, do decals not support an actual material for the decal?

So you just supply a texture and a normal map but it inherits everything else from the parent object material? No control over roughness/specular seems a very strange decision

Do you know if this will be improved at the stand-alone level?

Coming from Vray where it supports an entire material for the decal this doesn't feel very modern.

Re: Decal samples

Posted: Thu Feb 13, 2025 9:55 am
by HHbomb
+1
Octane render developpement is very disappointing ! still waiting all promises.

Re: Decal samples

Posted: Wed Feb 19, 2025 9:14 am
by paride4331
Hi,
I've done some testing on this new feature and its apparent limitations, which I've noticed as well; they're taking a look at it.
Regards
Paride

Re: Decal samples

Posted: Thu Feb 20, 2025 12:06 am
by neonZorglub
One way to have a decal with a different material is to use a mix material:

Here the Box002 (spherified) has a mix of Diffuse material with a Flakes textures, and a Std Surface Mtl with a noise texture in the Bump pin .

A Decal texture 1 is used for the Amount of the mix, and a Decal texture 2 is used as the Base color of the Std Surface Mtl.
Both decal texture 1 and 2 use the same image, parrot_in.png, that has an alpha channel used as a mask for the Amount.
Decal_Sample04_mix.png
Decal_Sample04_04.zip
(159.7 KiB) Downloaded 248 times

Re: Decal samples

Posted: Sun Feb 23, 2025 5:45 pm
by tombyrom
Thanks, but this whole decal workflow stuff is pretty bad... I know this is not the Max plugin's fault and more of an Octane standalone problem as you can only implement features based on the standalone spec.

But this workflow is incredibly laborious and confusing for what should be simple. Project a decal on a surface...

In this example how would you even go about adding multiple decals?