Overview
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Decal renderers display the particles as decals on the opaque geometry of the scene. |
Default Materials:
- Default_Decal: Regular decal
By default, the decal renderer is invisible and you need to enable the “diffuse” or the “emissive” feature to actually see it.There are three different controls over the decal rendering:
- Fade Top: fade the decal depending on the distance to the bottom of the box: the closer it is the the bottom, the more faded is gets.
0 means no fade and 1 means “start to fade as soon as the geometry is closer to the bottom face than to the center of the box” - Fade bottom: same as “Fade Top” but for the opposite face of the box.
- Fade Angle: not implemented yet. Should fade depending on the angle between the projected geometry and the box orientation.
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Material: Default_Decal
Property | Type | Description |
Diffuse | bool | Enables the Diffuse rendering feature: Exposes a diffuse map and diffuse color. |
Emissive | bool | Enables the Emissive rendering feature: Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component. |
Atlas | bool | Enables the Atlas rendering feature: Allows to use a sprite-sheet as the diffuse texture, and control which subset of the texture is used using a per-particle TextureID input. |
FadeTop | float | Incorrectly named! Should be FadeBottom !Start of the fade on the bottom section of the decal box volume.
|
FadeTop | float | Incorrectly named! Should be FadeTop !Start of the fade on the top section of the decal box volume.
|
FadeAngle | float | Reserved, not yet implemented |
+ all common renderer properties | ||
Input pins | ||
Position | float3 | Decal projection box center in world coordinates |
Scale | float3 | Decal projection box size |
Orientation | orientation | Decal projection box orientation |
Render-features
Diffuse
Exposes a diffuse map and diffuse color.
Property | Type | Description |
Input pins | ||
DiffuseMap | String | Texture map used for the diffuse lighting component |
Color | float4 | Diffuse color, multiplied with the diffuse map color. |
Emissive
Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component.
Property | Type | Description |
Input pins | ||
EmissiveMap | String | Texture map used for the emissive lighting component. |
EmissiveColor | float3 | Emissive color, multiplied with the emissive texture |
Atlas
Allows to use a sprite-sheet as the diffuse texture, and control which subset of the texture is used using a per-particle TextureID
input.
Property | Type | Description |
Source | enum |
|
SubDiv | int2 | Subdivision count |
Blending | enum | Frame blending type
|
DistortionStrength | float | Multiplier over the uv distortion Distortion strength to apply for Houdini exported maps is: -(1.0 / FPS / ColRow) . |
Input pins | ||
Definition | String | Atlas definition (.pkat) |
MotionVectorsMap | String | Motion vectors texture, used to blend between frames when Blending is set to MotionVectors |
TextureID | float | Index of the sub-rect to use inside the atlas |