Version - 2.1.0
Document Last Updated - 04 January 2023
The Edge Bevel Decals package allows environment artists to apply specially designed decals to mesh edges and give them a beveled appearance. They add a considerable amount of detail to BSP brushes, urban environments, and interiors built using modular meshes.
The blueprint makes use of an editable spline to determine the length and shape of the decal element when matching it up with the mesh or brush in question. You can change the base color, detail textures, and normal maps so that the beveled edges match your assets' look. The material makes it possible to paint cracks on every decal component using the editor's vertex painting tool. You can modify the color, tiling, and texture values of the painted damage to refine the look further. If you want to reduce draw calls, the editor's built-in merge tool will allow you to combine the placed decals into a single mesh.
The support of the Edge Bevel Decals is currently limited to rectilinear (90°) edges.
How to use the Edge Bevel Decal
Additional Version 2 Parameters
Version 1.0.0 - 27th January 2021
Version 2.0.0 - 27th September 2021
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You may encounter a z-fighting issue when two Edge Bevel Decals intersect
(Figure 16). Use the "Offset" spinner to push the decal out from the point of origin and eliminate the problem (Figure 17).
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Figure 35.
It is relatively easy to paint the damage on a Edge Bevel Decal using the vertex paint tool. Under “Vertex Painting”, make sure the “Vertex Color Painting Mode” is enabled, the “Paint Color” is white, and the “Erase Color” is black (Figure 35).
Figure 36.
To paint damage, hold in the shift key while painting on the edge decal itself. To remove damage, release the shift key and paint over the damaged areas (Figure 36).
Figure 37.
You can erase parts of the decal using the same vertex painting tool. Having the ability to erase unsightly sections of the decal is especially handy on inner edge bevels
(Figure 37).
Figure 38.
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Figure 40.
Figure 41.
You can reduce draw calls by using UE4’s built-in merging tool. Follow the steps below to achieve this optimization.
Figure 42.
You will merge splines with similar lengths and give each merged set a unique material instance, which will reduce stretching on that particular mesh. The colored edges in figure 1 illustrate how you should only merge edges with similar shapes and lengths (Figure 42).
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Figure 64.
The Edge Bevel Decals work in most lighting conditions (Figure 64). You will, however, need to use either mobile or stationary lights to achieve the best results. Your choice of lighting is crucial when using the vertex painting tool to paint damage.
Try to avoid enabling the area shadows feature when using stationary lights. Otherwise, a minor shadowing artifact could appear where you paint damage.
There is a way that you can increase the quality of the bevel effect when rendering with static lights. Go to “Project Settings”. Under “Engine”, click on “Rendering”, then click on the “Use Normal Maps for Static Lighting” checkbox under the “Lighting” pane.
Figure 65.
The first known issue appears when the spline extends beyond a certain length
(Figure 65). The mesh will distort near the last spline point.
Figure 66.
The quickest way to fix the first problem is to set the last spline point to “Curve”
(Figure 66). You can reach the drop-down by right-clicking on the last spline point.
Figure 67.
After setting the spline point to “Curve”, the mesh should be fixed (Figure 67).
Figure 68.
You will experience a similar issue when merging lengthy decals (Figure 68).
Figure 69.
You can fix this issue in one of two ways. The first thing you can try is to erase the problem using the vertex painting tool (Figure 69).
Figure 70.
Alternatively, you can add additional spline points to the decals in question before merging them (Figure 70). The spacing between spline points needs to be the same to ensure that texture tiling is consistent across the spline. The easiest way to achieve a clean merge is to add the requisite amount of points to one of the splines, then duplicate the blueprint.
Figure 71.
You may encounter a “Map Check” issue when building lighting after merging several decals (Figure 71). The base decal mesh does not have a collision mesh, and is responsible for this issue.
Figure 72.
You can fix the “Map Check” error in the static mesh editor. Double-click on the merged decal mesh (Figure 54), scroll down to the “Collision panel” and set the “Collision Presets” drop-down to “NoCollision” (Figure 72). Remember to click the “Save” button in the top left corner of the window to save any changes.
Figure 73.
You may encounter a lighting bug when you open the “Showcase_Merged_Edges” map for the first time (Figure 73).
Figure 74.
Rebuild the lighting, and the issue should resolve itself (Figure 74). Remember to disable the collision on the merged meshes if you encounter a collision error after the build completes (Figure 72).
Figure 75.
Version 2 of Edge Bevel Decals (Figure 75) adds additional features. The shader simulates damage on a painted edge. The effects include cracked paint, chips, and damage to the substrate. You can use the red, green, and blue vertex painting channels to apply these effects to the edge bevel decal.
Figure 76.
You can use the red channel (Figure 76) to apply cracking paint to the decal.
Figure 77.
The cracked paint channel uses a normal map texture with the “Base Texture” to simulate this effect (Figure 77). The cracks only extend to the boundaries of the decal.
Figure 78.
You can use a custom texture by replacing the “Crack Normal” slot (Figure 78).
Figure 79.
You can apply the chipped paint effect to the decal using the green channel (Figure 79).
Figure 80.
The chipped paint layer reveals the substrate, such as concrete or drywall. You can set the look of this underlying surface by loading a texture into the “damage texture” slot (Figure 80).
Figure 81.
You can specify the normal map texture used by the underlying surface by loading a custom texture into the “Damage Normal” slot (Figure 81).
Figure 82.
Figure 83.
You can paint the traditional damage effect used in V1 of EBD with the blue channel (Figure 82).
Figure 84.
When you paint the three vertex colors, the material layers damage realistically (Figure 84). The painted channels affect each other in a layered fashion, as they would in real life.
EBD V2 comes with several parameters that complement the parameters from the first version.
Figure 85.
The “Base U Pan” parameter (Figure 85) pans the “Base Texture”, the “Damage Texture” (Figure 18), and the “Damage Normal” on the U axis.
Figure 86.
The “Base V Pan” parameter (Figure 86) pans the “Base Texture”, “Damage Texture” (Figure 18), and the “Damage Normal” on the V axis.
Figure 87.
The “Chip AO” parameter (Figure 87) adjusts the strength of the ambient occlusion visible on the edges of the chipped paint.
Figure 88.
You can tweak the edge contrast of the chipped paint layer using the “Chip Contrast” parameter (Figure 88).
Figure 89.
The “Chip Power” parameter (Figure 89) adjusts the depth of the chipped paint layer.
Figure 90.
Figure 91.
EBD V2 contains a bonus shader called the “V1_Blend” Shader (Figure 90 & 91). It is an enhanced version 1 shader that allows for blending between up to three different base texture sets. You can now seamlessly match the decal with an underlying mesh that also uses up to three distinct texture sets.
The “V1_Blend” shader’s performance is comparable to the new V2 shader. The shader does not support the layered damage effect available in the new V2 shader, however. The “V1_Blend” shader uses the available vertex channels to paint the three different base textures, the damage effect, and decal opacity.
Figure 92.
Under the “Textures” roll out you can replace the default “Base Texture” inputs with custom textures (Figure 92). The three “Detail Normal” slots correspond with their respective “Base Texture” counterparts, should you wish to give each “Base Texture” a complimentary normal map. These “Base Texture” sets make use of absolute world space texture coordinates mapped in local space. They will not bend with the shape of spline mesh.
Figure 93.
Figure 94.
The first “Base Texture” is visible on the decal by default. You can use the “Red” and “Green” channels to apply the second and third “Base Texture” sets (Figure 93 & 94). You can paint a new base texture by enabling either the “Red” or “Green” channel and painting on the decal while holding the shift key. As soon as you release the shift key, you will be able to erase these sections by painting over them again.
Figure 95.
You can paint edge damage by enabling the “Blue” channel (Figure 95).
Figure 96.
You can hide parts of the decal using the “Alpha” channel (Figure 96).
Figure 97.
Make sure you set the “A” value to “0,0” under the “Paint Color” rollout (Figure 97). Paint on the decal to hide the parts you want. You can restore these hidden sections by painting over them while holding down the shift key.
Figure 98.
The “Damage Parameters” (Figure 98) are identical to their V1 counterparts (Figures 22, 23, and 31).
Figure 99.
The “Roughness Parameters” (Figure 99) are also similar to the parameters in the first version. The “Roughness Blend” parameter is identical to the one found in V1 (Figure 26). “Overall Roughness” one through three is similar to the single parameter found in V1 (Figure 32) but affects the three different base texture sets.
Figure 100.
Independent “Pan”, “Scale”, and “Rotation” controls are now available for all three “Base Texture” sets (Figure 100). When rotating one of the textures, a value of 0.25 equates to 45 degrees of rotation.
Figure 101.
You have to keep in mind that textures scale from the spline’s origin point when you want to line the decal up with any underlying textures (Figure 101).
Figure 102.
Sometimes you’ll have an underlying mesh with multiple tiling textures (Figure 102). The new blend shader supports up to three of these textures. You’ll have to apply the underlying textures in a specific order so that it’s easier to align the decal textures with them.
Figure 103.
When you consider the origin point of the decal spline, always apply the tiling textures in the following order on your underlying mesh (Figure 103).
Figure 104.
Figure 105.
Done correctly, the tiling texture furthest to the origin point of the spline will be applied first (Figure 104). It will make aligning the detail textures of the decal exponentially easier (Figure 105) when using the available controls (Figure 100).
Figure 106.
As soon as you’ve successfully aligned the decal with the furthest most texture, you should follow the same procedure for the second texture (Figure 106).
Figure 107.
You need to align the detail texture nearest to the origin point last (Figure 107).
Figure 108.
The detail textures make use of “absolute world position” coordinates so that the spline stretching does not affect texture tiling (Figure 108).
The Edge Bevel Decal package now comes with additional angles. You can add decals that are 30°, 45°, 60°, 75°, 120°, and 135°.
Figure 109.
Figure 110.
To add a new angle, drag one of the EBD blueprints (Figure 109) into your scene (Figure 110).
Figure 111.
On the details panel, scroll down to the “Default” roll-out where the “Edge Bevel Mesh” is located (Figure 111).
Figure 112.
In the “Content Browser”, double-click on the “Meshes” folder (Figure 112).
Figure 113.
Double-click on the “AdditionalAngles”, when you are inside the “Meshes” folder (Figure 113).
Figure 114.
Double-click on “Inside” or “Outside” when you are inside the “AdditionalAngles” folder. The folder you choose depends on the EBD blueprint you pulled into your scene (Figure 114). Make sure the mesh corresponds to the blueprint you are using. For example, you should use the meshes in the “Outside” folder when you use the “EBD_OuterEdge” blueprint (Figure 112).
Figure 115.
Inside the folder, you’ll find several angled static mesh edges. Click on the mesh that you want to use. Figure 115 shows the 30° angle selected.
Figure 116.
Click on the EBD blueprint in your scene. Drag the selected static mesh into the “Edge Bevel Mesh” slot in the details panel on the right (Figure 116).
Figure 117.
Each angled mesh has a corresponding bevel texture. Double-click on the “Textures” folder to find them (Figure 117).
Figure 118.
In the “Textures” folder, double-click on the “Edge” folder (Figure 118).
Figure 119.
In the “Edge” folder, double-click the “Angles” folder (Figure 119.
Figure 120.
Double-click on “Inside” or “Outside” when you are inside the “Angles” folder.
The folder you choose depends on the EBD blueprint you pulled into your scene (Figure 120).
Figure 121.
Inside the folder, you’ll find the bevel textures associated with the edge you pulled into the EBD blueprint. Choose the bevel texture you want to use. Figure 121 shows the “T_Bevel_Outside_Rounded_30” selected.
Figure 122.
Click on the EBD blueprint in your scene. Drag the bevel texture into the “Edge Normals” texture slot in the details panel on the right (Figure 122).
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