Hi, I am trying to create a decal with transparent areas but I am not having success. I followed the PBR material guide and also I have checked a vanilla car (burnside with taxi skin), but there are about 5 textures used, I am getting lost on how they are setup. To make things esay to explain I created a sphere with two UV areas with dedicated material. The overall area I made it gold color and then there is a rectangular area on which I want to put a blue text, having the rest of the rectangular transparent. For the text I thought I have to create two stages, one for the gold and one for the text with opacitymap, having the transparent part white: Code: { "Chrome": { "name": "Chrome", "mapTo": "Chrome", "class": "Material", "persistentId": "f37f5e40-57ef-43ca-8dbf-000000000001", "Stages": [ { "baseColorFactor": [1.0,0.9,0.0,1], "metallicFactor": 0.8, "roughnessFactor": 0.2 }, {}, {}, {} ], "dynamicCubemap": true, "translucentBlendOp": "None", "version": 1.5 }, "Text": { "name": "Text", "mapTo": "Text", "class": "Material", "persistentId": "f37f5e40-57ef-43ca-8dbf-000000000002", "Stages": [ { "baseColorFactor": [1.0,0.9,0.0,1], "metallicFactor": 0.8, "roughnessFactor": 0.2, }, { "opacityMap": "/vehicles/Text_experiment/text_experiment_texture_white.png", "diffuseMapUseUV": 1, "instanceDiffuse": true, "metallicFactor": 0.8, "roughnessFactor": 0.2, }, {}, {} ], "activeLayers": 2, "dynamicCubemap": true, "translucentBlendOp": "None", "version": 1.5 }, } using this texture It is wrong, because the result I get is this, Can you help me? Thanks!
Opacity map needs to be .dds (made with texture cooker) and only 2 colors are allowed, 100% white is wisible and 100% black is invisible.
Thank you Agent_Y. So for anyone may need the same, the steps to solve the issue where 1) define a material with two stages: 1.1) material #1 is the base color on which you want to apply a decal 1.1) material #2 is the one with the decal 2) for material #2 2.1) define an occlusionMap with a .png file with black areas you want to be transparent, meaning the material #1 will show in these areas. White areas where your decal will appear 2.2) define a baseColorMap with a .png with the actual decal corresponding to white areas of the occlusionMap 3) use *.color.png extensions so that the texture cooker will automatically bake them in .dds files the first time you run BeamNG with that material. You will find them in UserPath\0.24\temp\vehicles\<your vehicle> then you can replace your .png files with these .dds (and update material.json of course) main.material.json: Code: { "Chrome": { "name": "Chrome", "mapTo": "Chrome", "class": "Material", "persistentId": "f37f5e40-57ef-43ca-8dbf-000000000001", "Stages": [ { "baseColorFactor": [ 1, 0.9, 0, 1 ], "metallicFactor": 0.8, "roughnessFactor": 0.2 }, {}, {}, {} ], "dynamicCubemap": true, "translucentBlendOp": "None", "version": 1.5 }, "Text": { "name": "Text", "mapTo": "Text", "class": "Material", "persistentId": "f37f5e40-57ef-43ca-8dbf-000000000002", "Stages": [ { "baseColorFactor": [ 1, 0.9, 0, 1 ], "metallicFactor": 0.8, "roughnessFactor": 0.2 }, { "baseColorMap": "/vehicles/Text_experiment/text_experiment_texture_trans_b.png", "opacityMap": "/vehicles/Text_experiment/text_experiment_texture_o.png" }, {}, {} ], "activeLayers": 2, "dynamicCubemap": true, "translucentBlendOp": "None", "version": 1.5 } } occlusionMap baseColorMap result