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How to use Labs Decal Projector?

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The official document has this little demo:


This is exactly what I want. A textured square snapped to a non-flat surface. But I'm having a hard time replicating it. The current Labs Decal Project has 3 inputs, not 1. If I connect a non-flat surface to the first input, it creates irregular topology like this:


The topology isn't even static when I move the projector. How am I going to unwrap and texture it?

I tried to put a textured square to the third input, and that didn't work either. It just copies the square without complying with the surface's shape, as Copy to Points SOP does.


How to make a textured square snap to another mesh, just like the document shows?

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Posted (edited)
17 minutes ago, Librarian said:

@raincole maybe it Helps!



Thank for your reply. But it doesn't answer my question. I really don't get what the point is to use decals this way. The whole point of decal (at least in gamedev, just as the official document says) is to snap pre-textured square to another surface. In your example:


Every decal has a different topology. It doesn't respect the grid (third input) at all. Actually, removing the third input doesn't change the output! The grid is 100% NOT used.



My question was about how to decal a textured square. Exactly like the official document's demo where they move a Houdini logo on a cube. Sorry if I didn't make it clear in the original post.

Edited by raincole

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Oh, I finally got it... the UV is consistent even the topology isn't. So there is no problem texturing it.

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