V-Ray Tip: VRayDecal: Non‑Destructive Projection for Labels, Stickers and Grime

November 06, 2025 2 min read

V-Ray Tip: VRayDecal: Non‑Destructive Projection for Labels, Stickers and Grime

Add high-frequency detail without touching UVs or base materials by projecting textures with VRayDecal. Ideal for labels, stickers, grime, road markings, or screen graphics, it’s fast, non-destructive, and art-directable.

  • Why VRayDecal
    • Bypasses UV editing: project any material onto existing geometry.
    • Non-destructive: underlying look stays intact; decals are easy to toggle or iterate.
    • Local control: position, rotation, depth, and falloff isolate the effect.
  • Setup in a minute
    • Create a VRayDecal object (3ds Max, Maya, Cinema 4D, SketchUp all support it).
    • Assign a material with BaseColor, Roughness, and (optionally) Opacity/Alpha for cutouts.
    • Size and orient the decal in the viewport; set a reasonable Projection Depth so it only hits intended surfaces.
    • Use an opacity mask to define the silhouette (logos, torn edges, paint drips).
  • Quality tips
    • Use a slightly feathered alpha (1–3 px) to avoid hard, aliased edges.
    • Match color space: linearize masks; keep color textures in the same workflow you use globally (ACES/sRGB).
    • Bump/Normal: add subtle surface relief; keep intensities modest to avoid shading conflicts with the base.
    • Specular match: tune Reflection and Roughness so the decal sits “in” the surface, not “on it.”
  • Performance
    • Limit projection depth to reduce ray tests; avoid spanning entire rooms with a single decal.
    • Use include/exclude lists so decals don’t test against every object in the scene.
    • Keep masks at the resolution the camera actually resolves; oversized 8–16K alphas bloat memory.
    • Instance repeated decals (e.g., road stripes, crate labels) for minimal overhead.
  • Overlaps and stacking
    • When multiple decals intersect, adjust their Order/Priority so the intended one renders on top.
    • Vary edge softness per decal to layer dirt under labels or add paint wear above graphics.
  • Look-dev workflow
    • Use IPR to place and rotate decals interactively; fine-tune masks, roughness, and normal intensity live.
    • Expose decal materials via Material IDs or Cryptomatte for easy isolation in comp.
    • For hero close-ups, combine a tight normal map with a very light displacement only where needed.
  • Troubleshooting
    • Banding or jagged edges: verify mask bit-depth (16-bit recommended for soft alphas) and check texture filtering.
    • Unexpected projection: reduce depth, adjust normal/angle limits, or refine include/exclude lists.
    • Specular mismatch: compare Fresnel and roughness to the base surface; small tweaks sell realism.

For licensing, upgrades, or multi-seat options for V-Ray across DCCs, explore NOVEDGE. Need help sizing a pipeline or selecting the right edition? The team at NOVEDGE can advise on best practices, bundles, and cost-effective deployments.



You can find all the V-Ray products on the NOVEDGE web site at this page.







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