> For the complete documentation index, see [llms.txt](https://cglibrary.gitbook.io/edge-decal-studio/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cglibrary.gitbook.io/edge-decal-studio/decal-studio-1/surface-decal-studio.md).

# Surface Decal Studio

Surface Decal Studio is a fast and intuitive tool for placing decals directly on surfaces inside Unreal Engine. It focuses on free placement, brush-based workflows, and rapid iteration.

***

## <mark style="color:yellow;">Key Features</mark>

* <mark style="color:yellow;">**Placement with Vertex Snapping**</mark>\
  Quickly apply decals using smart **vertex snapping**.
* <mark style="color:yellow;">**One-Click Precision**</mark>\
  Streamlined, one-click operations for fast decal placement on any geometry.
* <mark style="color:yellow;">**Decal Pack (320+)**</mark>\
  Includes a high-quality library of tileable, seamless **decals** optimized for performance and next-gen visuals.
* <mark style="color:yellow;">**Intuitive UI & Shortcuts**</mark>\
  Designed with artists and level designers in mind. Decals snap and align with minimal input, maximizing workflow efficiency.
* <mark style="color:yellow;">**Optimized for Performance**</mark>\
  Lightweight decals and efficient blueprint systems ensure minimal performance overhead in real-time projects.

***

{% hint style="info" %}
Please note that the orientation of the decal is based on the normal of the surface you are clicking on.
{% endhint %}

{% hint style="info" %}
This plugin requires the "ScriptableToolsFramework", "ScriptableToolsEditorMode" & "GeometryScripting" plugins to be on, but no worries, they are included and active with your Unreal Engine by default!
{% endhint %}

{% hint style="info" %}
Please note that this tool uses the collision geometry as a placeholder to find all the vertex and edges of the assets, if there is no collission geometry, please, change the "collision complexity" from your target geometry to "Use Complex Collision As Simple".
{% endhint %}

***

## <mark style="color:yellow;">The tool</mark>

<details>

<summary><mark style="color:yellow;">How to install Surface Decal Studio</mark></summary>

* Open your project in <mark style="color:yellow;">**Unreal Engine**</mark>.
* Open the <mark style="color:yellow;">**Fab**</mark> tab and log in.
* Search for **"**<mark style="color:yellow;">**Surface Decal Studio**</mark>**"** by <mark style="color:yellow;">**cgLibrary**</mark>.
* Click <mark style="color:yellow;">**Add to Project**</mark>.
* Go to <mark style="color:yellow;">**Edit > Plugins**</mark>, enable <mark style="color:yellow;">**Surface Decal Studio**</mark>, and restart the editor.
* Find everything in <mark style="color:yellow;">**Game/Plugins/EdgeDecalStudio/**</mark> — start using the blueprint tool and 320+ decals right away.

</details>

<details>

<summary><mark style="color:yellow;">How to use Surface Decal Studio</mark></summary>

To use <mark style="color:yellow;">**Surface Decal Studio**</mark>, there are a few things to keep in mind regarding required plugins and activation steps. The good news? <mark style="color:yellow;">**Everything is automatic and built into Unreal Engine.**</mark>

<mark style="color:yellow;">**Surface Decal Studio**</mark> depends on the following Unreal Engine plugins:

* **Scriptable Tools Framework**
* **Scriptable Tools Editor Mode**
* **Geometry Scripting**

These plugins are included by default in Unreal Engine and are **automatically enabled** when you install our plugin via Fab. No manual setup is required.

To launch and use the **tool** inside Unreal Engine:

1. Change the <mark style="color:yellow;">**Selection Mode**</mark> to <mark style="color:yellow;">**Scriptable Tools**</mark>.
   * You can do this from the top toolbar by clicking the **Selection Mode dropdown** and choosing **Scriptable Tools**.
   * Or use the shortcut: **Shift + 9**.
2. Once you're in <mark style="color:yellow;">**Scriptable Tools Mode**</mark>, you’ll see the <mark style="color:yellow;">**Surface Decal Studio**</mark> interface appear in the editor.
3. From there, you can start placing decals.

</details>

<details>

<summary><mark style="color:yellow;">Parameters Overview</mark></summary>

### <mark style="color:yellow;">**Working Method**</mark>

&#x20;  <mark style="color:yellow;">**Snap Mode:**</mark>\
&#x20;     Defines how objects snap during placement.

&#x20;  <mark style="color:yellow;">**Centroid:**</mark>\
&#x20;     Realigns the decal anchor point (Center, Top, Bottom or Corners).

### <mark style="color:yellow;">**Brush**</mark>

&#x20;  <mark style="color:yellow;">**Emission Rate:**</mark>\
&#x20;     Controls how many decals are spawned while brushing.

&#x20;  <mark style="color:yellow;">**Brush Size:**</mark>\
&#x20;     Adjust the coverage area of your decal stroke. (Ctrl + Mouse Wheel).

### <mark style="color:yellow;">**Decal**</mark>

&#x20;  <mark style="color:yellow;">**Scale:**</mark>\
&#x20;     Controls the size of the object (Alt + Mouse Wheel).

&#x20;  <mark style="color:yellow;">**Scale Jitter %:**</mark>\
&#x20;     Varies decal scales automatically as you paint.

&#x20;  <mark style="color:yellow;">**Rotation:**</mark>\
&#x20;     Adjust the orientation of the object during placement (Shift + Mouse Wheel).

&#x20;  <mark style="color:yellow;">**Rotation Jitter %:**</mark>\
&#x20;     Varies decal rotation in degrees automatically as you paint.

### <mark style="color:yellow;">**Geometry**</mark>

&#x20;  <mark style="color:yellow;">**Decal Mesh:**</mark>\
&#x20;     The decal geo shape that will be placed.

### <mark style="color:yellow;">Material</mark>

&#x20;  <mark style="color:yellow;">**Material:**</mark>\
&#x20;     Default Decal Material, by default we are using a placeholder border just to show \
&#x20;     the user where the decal is going to be placed.&#x20;

### <mark style="color:yellow;">Material Library</mark>

&#x20;  <mark style="color:yellow;">**Seed:**</mark>\
&#x20;     The Seed controls the randomness of the material applyed to the \
&#x20;     generated decals.

&#x20;  <mark style="color:yellow;">**Material Collection:**</mark>\
&#x20;     Here the user can load the family of decal Materials that want to be assigned \
&#x20;    to the generated decals.

### <mark style="color:yellow;">Advanced</mark>

&#x20;  <mark style="color:yellow;">**Draw Distance:**</mark>\
&#x20;     Sets the maximum range at which decals are rendered to optimize performance.

{% hint style="info" %}
Take into account that for this to be visible in the viewport you will need to be using  "Game mode" (G button on the viewport)
{% endhint %}

&#x20;  <mark style="color:yellow;">**Name:**</mark>\
&#x20;     The name that will be assigned to the new generated decals.

&#x20;  <mark style="color:yellow;">**Tag:**</mark>\
&#x20;     The tag that will be assigned to the new generated decals.

&#x20;  <mark style="color:yellow;">**Viewport Help:**</mark>\
&#x20;     This option allows the user tho show/hide the viewport help.

### <mark style="color:yellow;">Merge Decals</mark>

&#x20;  <mark style="color:yellow;">**Merged Decals Project Path:**</mark>\
&#x20;     Specifies the file location where merged decal assets will be saved.

</details>

<details>

<summary><mark style="color:yellow;">Decal library</mark></summary>

<figure><img src="https://3608583091-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FaB3GaeLd2tsehCV2oagH%2Fuploads%2FF0WGbrJ1sMAN5D52x62x%2F5.jpg?alt=media&amp;token=15fb702d-00ab-4368-bc45-9617383ff18a" alt=""><figcaption></figcaption></figure>

2x Chamfer\
20x ChamferDent\
20x ConcreteDent\
20x Concrete\
20x Stone\
20x ConcreteHit\
20x Oxide\
20x ChamferDetails\
20x ChamferConcrete\
20x ChamferStone\
20x MetalHits\
20x ChamferScratch\
20x ChamferSciFi

</details>

***

## <mark style="color:yellow;">Credits</mark>

<mark style="color:yellow;">**Edge Decal Studio + 4K Decal Pack**</mark> was developed by <mark style="color:yellow;">**cgLibrary**</mark>, a team of talented artists and tool developers with over **10 years of experience** in the **video game** and **film** industries.

We are dedicated to create high-quality tools that streamline workflows, enhance visual fidelity, and empower technical artists and designers around the world.\
\
This product was <mark style="color:yellow;">**entirely created by humans**</mark> — no AI tools were used in the creation of assets, textures, or code. Every decal, blueprint, and material was designed <mark style="color:yellow;">**by artists, for artists**</mark>, with care, intention, and industry insight.\
\
\---*Lets add the companies where we work/worked here please, thnks!*
