cg小白兔 发表于 2024-3-22 15:43:16

Skinned Decal Component 2.3适配UE5.1











Skinned Decal Component allows you to project decals on skeletal meshes that follow Bone Deformations & Morph Targets in a fast and easy way!

As you know while Unreal Engine deferred decals floating over Skeletal Meshes, Render Target Texture solutions introduce more problems than they solve. Skinned Decal Component is a no-compromise solution with a unique approach!!!

• UV Independent!
You can use skeletal meshes with overlapping and even non-unwrapped skeletal meshes. Unlike other solutions in the marketplace, you don't need to edit your models!

• Ultra Lightweight!
Skinned Decal Component is faster than any other solution! It only stores Transformation, ID, Size, and Time data to spawn a new decal! Other solutions use 3 or more Texture Render Targets to bake each pixel on spawn.

• Individual Sampling
Skinned Decal Component allows you to Edit, Move, Modify, or Remove decals after the spawn. Since it samples each decal individually you can edit individual decals without affecting other decals.

• Animated Decals (New!)
Since v2 Skinned Decal Component supports Animated Flipbook Textures.

• Fade Over Time Effects
Since v1.5 Skinned Decal Component allows you to have fade over time effects for individual decals. Planning to add more Time-based effects in the near future.

• Modular Character Support
You can use Skinned Decal Component with modular characters comprised of multiple Skeletal Meshes.

NOTE: This is a code plugin, not an asset pack! Particle FX and the 3rd person weapon model are not included. While all functions are exposed to Blueprint you may still require the basic Unreal Engine knowledge to call appropriate functions.

技术细节
Features:
UV Independent!
Lightweight
Individual Sampling
Animated Decals
Fade over time effects
Modular Mesh Support
Code Modules:
SkinnedDecalComponent (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 2
Network Replicated: (Yes)
Example Project: V2 - V3
Documentation: V2 - V3
Changelog: LINK


蒙皮贴花组件允许您以快速简便的方式将贴花投影到骨骼网格上,这些骨骼网格遵循骨骼变形和变形目标!

正如您所知,当虚幻引擎延迟贴花漂浮在骨骼网格上时,渲染目标纹理解决方案会带来比解决方案更多的问题。Skinned贴花组件是一种独特的解决方案!!!

•紫外线无关!
可以将骨架网格与重叠甚至未展开的骨架网格一起使用。与市场上的其他解决方案不同,您不需要编辑您的模型!

•超轻!
蒙皮贴花组件比任何其他解决方案都快!它只存储“变换”、“ID”、“大小”和“时间”数据以生成新贴花!其他解决方案使用3个或多个纹理渲染目标在生成时烘焙每个像素。

•单独取样
蒙皮贴花组件允许您在生成后编辑、移动、修改或移除贴花。由于它单独对每个贴花进行采样,因此可以在不影响其他贴花的情况下编辑各个贴花。

•动画贴花(新!)
由于v2蒙皮贴花组件支持动画动画书纹理。

•随时间衰减效果
由于v1.5“蒙皮贴花组件”允许您对单个贴花具有随时间衰减的效果。计划在不久的将来添加更多基于时间的效果。

•模块化字符支持
可以将“蒙皮贴花组件”与由多个骨骼网格组成的模块化角色一起使用。

注意:这是一个代码插件,而不是一个资产包!粒子特效和第三人称武器模型不包括在内。虽然所有函数都暴露在蓝图中,但您可能仍然需要基本的虚幻引擎知识才能调用适当的函数。

技术细节
特征:
紫外线独立!
轻量的
单独取样
动画贴花
随时间衰减效果
模块化网状支撑
代码模块:
蒙皮贴花组件(运行时)
蓝图数量:0
C++类的数量:2
网络复制:(是)
示例项目:V2-V3
文档:V2-V3
变更日志:链接





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