D-Buffer Decals changed my life! [UE5]

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Published 2024-01-23
Heeeeyyya, today we're talking about the D-buffer! The D-buffer is a buffer for the D. Decals, that is! HAHA! But seriously, the D-buffer can be used to help blend your decals with the underlying materials better, or to create completely new and unique shader effects! Think of it like Vertex Paint at the pixel level. Yolo!

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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's

Programs of choice:
Unreal Engine - (Game Dev)
Blender - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (The best game)

Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key

My lovely cats names are Boycat, Girlcat and Ladycat :)

All Comments (21)
  • @ZacDonald
    Deez tutorials have changed my life.
  • @somename371
    The idea of combining decals with height blending is just awesome
  • @OverJumpRally
    Amazing stuff! I love placing decals around and these tricks can definitely come handy!
  • @Erfanbahrami
    You always do stuff that blow's my mind... Excellent video...keep up the good work
  • @gnom_anonim
    love your content dude! very helpful and straight to the point
  • You are awesome, dint watch the video yet but you have always been an uncredible and talented dev!
  • @kevinhoward9930
    Really good stuff. Thank you for your great tutorials 👍
  • @AndrewWeirArt
    Great video! I was very interested in all this at one point, and it seems you have covered pretty much all of the cool stuff. I don't know why this isn't used more, because with Nanite you can't do per-instance vertex colour . so this can feed into that system nice and easy.
  • @dembe3188
    Brother, you're majestic! Thanks for everything!!
  • @noah8162
    Are you planning to do a video on render targets? Would love to learn how to play around with the mythic power of real-time texturing
  • @vyacheslav1746
    PrismaticDev you also can use Stencil buffer to isolate decals one of another to make more complex effects with decals (which will not affect other objects, like default decals do)
  • Would be cool to have a buffer id, so you can change how a material react when the decal is from an explosion or a blood splat...since you want it to break and show the bricks on an explosion but not from a blood splatter unless is acid blood
  • @TorQueMoD
    Amazing video as always! Sadly this does nothing to stop a mass of decals from being ridiculously expensive to render though. lol. But awesome to know we can make them better. Sad that Epic hasn't just built this in as default functionality though.
  • @Lemniscate_Mike
    We need a "9-Minute Nodes" playlist that explains literally every node in UE5 now... K thx! <3
  • @user-gn8gr2qm4o
    "You can probably see where this is going". No dude, it's my first video on decals, I don't see where this is going :P
  • @glitchered
    so... the materials handle how decals will look on themselves? this is good stuff. a lil more computation per material, but i can see a use for that. dbuffer glass bullet hole refraction with a normal map. crimson wanted that a couple weeks ago. :)
  • @martyr4861
    imagine having a dripping down decal for that bloody Decal on the Crick wall 10:30. Is the Material Node "Dbuffer" always been around or ist this somewhat new?