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V-Ray Decal provides an easy way to project one material on top of another regardless of the target UV set. The projection is masked based on the mask texture specified under the V-Ray Decal settings. All scene geometry is affected by default, only if it intersects the bounding box of the V-Ray Decal. The bounding box is the same as the viewport preview gizmo for the decal.

The Decal Material and the Decal Mask are stored as attributes that can be previewed under the Geometry Spreadsheet → those are shop_materialpath and vray_decal_mask, respectively. You can instance/copy the Decal and change the shop_materialpath and vray_decal_mask on a per-instance basis.

Multiple V-Ray Decals can be stacked on top of each other and their overlapping is controlled by the parameters in each V-Ray Decal object.

The V-Ray Decal’s effect is visible at render time only.

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The material is projected only on the surfaces within the gizmo.

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To only affect specific nodes, use the Affected objects settings under the V-Ray Decal.

 

UI path: ||obj Network|| > Geometry node > V-Ray > V-Ray Decal

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Z order – Specifies a layering order when multiple V-Ray Decal gizmos are present. The decal with the larger Z order value is set on top of the other ones.

Size – Size multiplier for the V-Ray Decal box.

Normal angleAngle – Specifies the angle to which the decal is applied onto the surface below.

Enable fading Fading by normal angleNormal Angle – Enables the use of a fade out angle.

Fade angleAngle – Specifies the angle where the decal effect fades out, e.g. if set to 45, the minimum fade out angle value is 45 and the maximum fade out angle value is up to 180. By default the Fade angleAngle value equals the Normal angleAngle value and can't be set to be lower than the Normal angle valueAngle value. See the Fade Angle example for more information.

Project on Back Side – When enabled, V-Ray Decal is also projected on the back side of the object. Note that if the result from the V-Ray Decal is not immediately visible, further adjusting of the Normal Angle parameter is needed.

Material – Specifies a material to project over the geometry in the scene.

No material colorMaterial Color – Specifies the color of the decal when no material is assigned to it.

Mask Texture – Masks the projected material based on a texture. The material must be applied to the V-Ray Decal.

Resize for Mask Texture – Sets aspect ratio from mask file.

Displacement Texture – Specifies a texture to evaluate for the displacement. See the Decal Displacement example for more information.

Use Only Decal Displacement – When enabled, the original surface displacement is not taken into account. See the Use Only Decal Displacement example for more information.

Exclude Mode – Specifies the effect of the Exclude list.

Exclude – Objects in the Exclude list are not affected by the decal.
Include – Only objects in the list are affected by the decal.

Exclude – Specifies an include/exclude list that allows you to select which scene objects to be affected by the V-Ray Decal.

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Example: Decal

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Example: Fade Angle


The Normal Angle is set to 40 degrees. The first image shows the decal effect without a Fade Angle. The second render has Fade Angle enabled and set to 120 degrees. Note how the effect is enclosed between the Normal and Fade Angles.

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Example: Decal Displacement


This example shows the effect of decal displacement.

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Example: Use Only Decal Displacement


This example shows the effect of decal displacement. Use Only Decal Displacement is turned on in the second image.

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Notes

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  • Use the Resize for Mask Texture button to resize the decal so that it fits the aspect ratio of the image.
  • All transforms applied to the V-Ray Decal in the node chain (e.g. with a Transform SOP) are considered on export.
  • V-Ray Decal can also be applied on geometry in the SOP level, by merging it inside the node chain. Please check the example scene above.
  • V-Ray Decal can be instanced/copied to points.