Decal materials include apparel constructs such as appliqués, t-shirt prints, and embroidered or printed logos, as well as non-repeatable, flat objects used in interior or exterior applications, such as area rugs, wall-hung art, signs, and so on.
A material is considered a decal if it is specified in a decal MSS. A decal is typically a RGBA image, with the alpha channel defining the shape of the decal.
One decal can be applied to each flat, flowline, sketch, plane, or wall object (unless the 'No Texture' flag is set). Decals are applied to the object by aligning the decal's anchor= with the vignette object's decal origin point. The position can be further adjusted with pos= .
A drop shadow is rendered if the decal material defines a thickness and the vignette object defines a light vector.
Image (typically with alpha); required.
Decal width, height, and thickness (for drop shadow).
imageWidth x res , imageHeight x res, 0
Texture resolution (ignored if size= is specified).
Decal alignment point.
Relative decal position.
0 (no sharpening)