5:03 All grunge maps and noise generators in designer always tile by default. You wouldn't be able to use them very well to make tileables if they didn't. Also, a thing to note about decals, if you look at 15:26 you can see the decal is projecting on the wall. If you don't want that to happen, as quite often it looks strange and isn't what you're going for, you can click on the mesh, go to its details on the right, and type in "decal". You then uncheck the "Receives Decals" button which makes it so that specific mesh won't let any decals get projected on it Thanks for the tutorial :)
Beautiful, and for better performance while compiling, you could pack all 3 maps into one map and call it NRO. One decal with one map, easy to recognize if you have dozens of it in your project...
We need only one more person to have the 100th like for this video!!! What are you waiting for people?!?! Also, thank You for all the Great content You make Jeremy!!!
This was a great tutorial. Out of curiosity, how performant are translucent decals? Generally I've been taught to avoid translucent materials unless absolutely necessary.
Animation is possible but it’s not very straightforward on how to achieve it. I would say do a search for the “time” variable in substance designer to get an idea of how to approach it. You could also keyframe an exposed parameter from an SBSAR file in unreal that is going through the substance plug-in.