Tech Art Log

Crafting the Slime Trail

Screenshot_2025-08-31_191317

Once the base shader was in, I started exploring how the slime leaves a mark as it moves. Still experimental โ€” here's what I've tried and where I'm landing.


Approach 1 โ€” Decals + Niagara

Niagara spawns trail particles, each becoming a Deferred Decal via the Mesh Decal Renderer.

Quick to prototype and blends well with detailed masks, easy to art-direct. The downsides are overlap causing overdraw if you're not careful with density, stretching on steep or complex geometry, and needing tight lifetime/culling โ€” distance caps, max active decal limits, and soft fades to keep it clean.


Approach 2 โ€” Render Targets (paint into a texture)

Stamp particle hits into a TextureRenderTarget2D via Blueprint using Draw Material to Render Target, then sample that mask in the ground material.

Screenshot_2025-08-31_191317

Really nice for persistent, painterly paths โ€” supports blur, erosion, drying history. Shines in contained spaces like rooms, caves, arenas. Gets tricky at scale though: one RT over a large landscape blurs fast unless resolution is huge, frequent writes add cost, and big open worlds usually need tiled RTs with proper streaming management.


Approach 3 โ€” RVT + Niagara-Driven HISM Stamps (experimental)

Niagara exports positions โ†’ Blueprint adds HISM stamp meshes โ†’ each stamp writes a soft mask into an RVT via Runtime Virtual Texture Output โ†’ landscape and meshes sample that RVT for the trail effect.

How it works:

  1. Niagara โ†’ Blueprint: send Position / Radius / Alpha
  2. HISM stamps: add/update instances at those positions
  3. Write: stamp material writes a SphereMask into the RVT inside a bounded RVT Volume
  4. Read: landscape/props sample the RVT to reveal trail tint, roughness, and normal tweaks

World-aligned, slope-friendly, reads are cheap and stream nicely, and HISMs batch better than piles of individual decals. Single unified look across anything sampling the RVT.

Note


Where I'm Leaning (right now)

Decals for general open-world trails with smart culling and lifetimes. RT painting for smaller contained spaces that benefit from paint history.


more updates as v1 develops. โœฆ