Difference between revisions of "Korman:Dynamic Decals"

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The first order of business is to set up the decals themselves for use throughout the Age. To do this, first click on the '''Scene''' button in the '''Properties''' window (see image to the right).
 
The first order of business is to set up the decals themselves for use throughout the Age. To do this, first click on the '''Scene''' button in the '''Properties''' window (see image to the right).
  
Looking pretty empty, isn't it? Before you get started, it's best to determine what kind of decals you will need for your Age. Will there be water to run and/or swim through? Is it a sandy Age that will leave footprint as you walk? You'll basically need to add a decal for every instance where the avatar interacts with a surface and the result appears and slowly fades away.
+
Looking pretty empty, isn't it? Before you get started, it's best to determine what kind of decals you will need for your Age. Will there be water to run and/or swim through? Is it a sandy Age that will leave footprint as you walk? You'll basically need to add a decal for every type of interaction the avatar has with a surface and how the result appears and slowly fades away.
  
 
Let's start with our first decal. Click on the '''+''' to the right of the panel.
 
Let's start with our first decal. Click on the '''+''' to the right of the panel.

Revision as of 23:59, 12 July 2020

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This is a tutorial page.Versions available: PyPRP; 3ds Max; Korman.
 
Decals exported with Korman

This tutorial will show you how to set up and utilize dynamic decals using Korman.

Introduction

In a few instances in URU, you have seen decals in use, mostly for ripples in water such as the small pool in the cleft or the shallow water in Kadish Tolesa or even when the avatar slams against the force field in Jalak. It's a subtle yet noticeable function that adds a bit more realism or detail to the Ages. As of version 0.10, Korman has added a way to use decals in fan Ages.

Setting up the Decals

KorDecal02.jpg

The first order of business is to set up the decals themselves for use throughout the Age. To do this, first click on the Scene button in the Properties window (see image to the right).

Looking pretty empty, isn't it? Before you get started, it's best to determine what kind of decals you will need for your Age. Will there be water to run and/or swim through? Is it a sandy Age that will leave footprint as you walk? You'll basically need to add a decal for every type of interaction the avatar has with a surface and how the result appears and slowly fades away.

Let's start with our first decal. Click on the + to the right of the panel.

KorDecal03.jpg

The default Decal 01 appears with a few options (you can rename Decal 01 by double clicking on it in the list):

  • Decal Type: selects the type of decal we'd like to to use.
    • Water Ripple (Deep): used when swimming in deep water.
    • Water Ripple (Shallow): for when an avatar runs through shallow water.
    • Footprint (Wet): a dark footprint when an avatar steps out of water onto dry land.
    • Footprint (Dry): for when a dry footprint is left on land, usually sand or dusty floors.
  • Image: the image file that will be used for the decal.
  • Blend Mode: method the image file will be blended onto the surface. You can choose from Multiply, Brighten, Alpha, and Add. Choose the one that works best with your texture.
  • Scale: sets the scale of the image texture. Adjust this if the decal is looking too big or small.
  • Intensity: the amount of opacity the stencil will have when it first appears.
  • Life Span (Footprint Only): The length of time in seconds the decal will last before disappearing.
  • Wet Time (Water Ripple Only: Amount of time in seconds the ripple stays visible.
  • Wet Footprints (Water Ripple Only: here, add any existing wet footprint decals that will result from interacting with this water ripple decal (optional).

You can set up decals for all four kinds if you'd like. Once that's done, we need to set up the objects that will utilize these decals.

Using the Decals

KorDecal04.jpg

Now that we have a decal or two set up, it's time to tell Korman which objects need them.

Print Decal Mod

To Be Added

Receive Decal Mod

For most ripple and footprint surfaces, the Receive Decal mod is what is needed.

KorDecal05.jpg

After adding this mod, press the + to add a new decal for the object to receive and choose the appropriate decal for water or land (see example to the right)

Example Blend

For learning and testing purposes, Hoikas has assembled an example blend for decals that can be downloaded here (To Be Added).