Problem
  • Art direction required rich, high-coverage terrain painting with detailed, unique decals

  • Overdraw concerns and decal amount made the approach non-scalable

  • Decal overdraw concerns pushing towards higher workload of producing unique decals for each use case over a layered- modular approach

RVT-Based Decal System
Why RVT Stamps
  • 90% of decals used were static & for the terrain only, top-down view could handle minor stretching without triplanar mapping


  • Minimal overdraw concerns grants more freedom with layering and decal modularity


  • Stress tests showed major performance boosts (FPS 40 > 60) with memory tradeoffs well within budget


  • Artist-facing workflow changes stayed almost invisible

  • Only works for static decals


  • Scene color RVT needed upgrading to a more costly "YCoCg Base Color, Normal, Roughness, Specular, Mask" format


  • Shifts cost from runtime draw calls & overdraw to memory

Limitations and tradeoffs

Rich terrain painting with high decal coverage was a core art direction requirement, but traditional decals made it non-scalable. Overdraw costs were pushing the team toward heavier, less modular production workflows.

I built an RVT-based decal pipeline that unblocked the terrain painting pipeline, preserved artist workflow, and cut the cost from runtime to capture-time.

RVT "Decal" Layer Sorting & Mesh Sampling

The setup uses simple plane actors excluded from the main render pass that writes the decal material into the terrain color RVT. The terrain & ground props sample the result, allowing decal-like sorting through translucency sort order & with a choice to show a decal over or under ground props..

Road Splines
  • Spline RVT Stamper with start- and end fading

  • Edge wear and erosion controls

RVT-Based Splines and Shaders for Roads and Pavements
Circular pavements
  • Circular texture mapping, RVT-stamping shader for circular pavements and cobblestoned areas

  • Edge wear and erosion controls