I recommend you always delete or disable old VAR versions of Decal Maker when updating.
For DecalMaker2 - Select the load.cslist to load the addon
VAM_Decal_Maker.cs is a stub file to allow old saves from DecalMaker1 to transfer to using DecalMaker2
VAR40+ are a fresh rewrite of the plugin and can be considered Decalmaker2, many issues with the old plugin have been resolved but it does mean any var 40+ is in a beta state.
TODOs: Emmissive/Bloom, Projection, Texture paint
If you have ever wanted to have multiple decal textures at once, have the ability to blend in more normal maps, specular and gloss textures into the existing VAM system then DecalMaker is for you.
Decal Maker allows you to merge multiple textures into one texture that is applied in game. It works on Decals, Specular, Gloss and Normal textures.
Decal Maker can also mimic many of Photoshop's blend operations to blend two textures in game for unique results.
What Decal Maker does:
Using Timeline to blend between Textures:
Uisng BlendModes to combine two textures
Current Blend Shaders are:
UI layout:
Main Window
Panel Controls:
Base Texture Box and Blend texture box
Buttons are Copy, New, Up, Down, Color Wheel, Link Icon or LinkID if linked, Close
Panel Name - Used by triggers,
Blend mode selection - Only usable if both Texture boxes have a selection.
Edit UI: - MOUSE AND KEYBOARD ONLY. This is not VR ready/usable
Spin the ring to rotate the image or manually enter values.
Click and Drag to move the texture.
Use right slider to scale, the further from center the faster the scale.
Export Texture: - ignore the text it shares the same UI as the Link system
Check the textures that will be merged and saved as a single PNG file.
Link UI:
Uses same Dialog as the export textures. All checked textures will share the same color and Alpha slider changes.
For DecalMaker2 - Select the load.cslist to load the addon
VAM_Decal_Maker.cs is a stub file to allow old saves from DecalMaker1 to transfer to using DecalMaker2
VAR40+ are a fresh rewrite of the plugin and can be considered Decalmaker2, many issues with the old plugin have been resolved but it does mean any var 40+ is in a beta state.
TODOs: Emmissive/Bloom, Projection, Texture paint
If you have ever wanted to have multiple decal textures at once, have the ability to blend in more normal maps, specular and gloss textures into the existing VAM system then DecalMaker is for you.
Decal Maker allows you to merge multiple textures into one texture that is applied in game. It works on Decals, Specular, Gloss and Normal textures.
Decal Maker can also mimic many of Photoshop's blend operations to blend two textures in game for unique results.
What Decal Maker does:
- Blends multiple layers into a combined image that VAM can use.
- Individual Color and Alpha's for each layer.
- Move, Rotate and Scale Decal textures.
- Script via triggers to change the above settings
- Save Presets that can be loaded on other figures and stack together.
- Blend two textures using various blend formulas.
- Save moved, scaled and blended outputs as full layers or partial based on user selection.
- Blend multiple skin textures to add detail and provide variety.
- Add multiple Tanlines
- Add Tattoos.
- Blend multiple normal files.
- Blend between textures smoothly with Timeline
- Basic Photoshop, blend, scale, rotate edits for export.
Using Timeline to blend between Textures:
Uisng BlendModes to combine two textures
Current Blend Shaders are:
AlphaMask | The Alpha of the blend texture is multiplied to the Alpha of the Base Texture. | |
AlphaClip | The RGB values of the blend texture are converted into a single channel grayscale image which is then multiplied into Alpha the Base Texture | |
Darken | For each channel, the lower value between the base and blend texture is chosen. | |
Multiply | The base and blend textures are multiplied channel by channel, resulting in a darker image. | |
| Darkens the base by increasing contrast based on the blend; if blend is black, result is black. | |
| For each channel, the higher value between the base and blend texture is chosen. | |
| Inverts, multiplies, and then inverts the result again, producing a brighter blend | |
| Brightens the base depending on the blend. If blend is white, result is white. | |
| Adds the base and blend values together, clamped to 1.0. | |
| Chooses the color (base or blend) with the higher brightness (sum of RGB). | |
| Multiplies or screens the base, depending on the base’s brightness. | |
| A softer version of overlay. Darkens or lightens depending on blend, with smoother transition. | |
| Applies overlay with the blend as the driving factor (instead of the base). | |
| Increases contrast by combining ColorDodge and ColorBurn based on blend. | |
| Difference blend mode: absolute difference between base and blend colors. result.rgb = abs(baseColor.rgb - blendColor.rgb); | |
| Like difference but with lower contrast and softer results. Exclusion blend mode: baseColor + blendColor - 2 * baseColor * blendColor |
UI layout:
Main Window
Panel Controls:
Base Texture Box and Blend texture box
Buttons are Copy, New, Up, Down, Color Wheel, Link Icon or LinkID if linked, Close
Panel Name - Used by triggers,
Blend mode selection - Only usable if both Texture boxes have a selection.
Edit UI: - MOUSE AND KEYBOARD ONLY. This is not VR ready/usable
Spin the ring to rotate the image or manually enter values.
Click and Drag to move the texture.
Use right slider to scale, the further from center the faster the scale.
Export Texture: - ignore the text it shares the same UI as the Link system
Check the textures that will be merged and saved as a single PNG file.
Link UI:
Uses same Dialog as the export textures. All checked textures will share the same color and Alpha slider changes.