Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => Topic started by: gazarika on 2023-08-28, 02:16:37

Title: CoronaDecal doesn't appear correctly if it has a real world size material
Post by: gazarika on 2023-08-28, 02:16:37
in both attached images the wall has a real world size material and if I copied that wall material, changed the color
and applied it to the decal object the result will be wrong as shown in the first image.
the work around was to convert the copied material to a normal material before applying it to the decal object which doesn't make scenes! also I can't simply apply a UVW Map modifier the decal object.
as I remember that was not the case before the last decal update.

sorry for my bad English
Title: Re: CoronaDecal doesn't appear correctly if it has a real world size material
Post by: romullus on 2023-08-28, 10:22:46
Corona decals does not support real-world UV mapping yet. That's not a bug, but rather a feature yet to be implemented. In your specific case i would suggest to utilize decal's affect base rollout and uncheck the channels that you don't need to modify (bump, displacement) and leave checked only channels that are unique to your decal (color, roughness?).
Title: Re: CoronaDecal doesn't appear correctly if it has a real world size material
Post by: maru on 2023-08-29, 14:23:55
the work around was to convert the copied material to a normal material before applying it to the decal object which doesn't make scenes!

Can you explain what exactly you mean by "normal material" here? Do you mean disabling the "use real world size" option?

As Romullus explained, using Decals with RWS is currently a limitation, and we already have a feature request for this logged.

(Internal ID=778859071)
Title: Re: CoronaDecal doesn't appear correctly if it has a real world size material
Post by: gazarika on 2023-08-30, 19:33:13
yes the work around was to disable "use real world size" option in every texmap in the material applied to the decal object and set the utiling and vtiling to 1
now it will appear correctly when projected on an object with real world size material