Default Glass Model
Last updated
Last updated
This model represents materials with a glass-like quality. It allows for selecting and editing:
Environment Mapping
Normal Mapping
Base Texture
, Color
, and Blending
Reflection Color
, Roughness
, and Fresnel
as well as adjusting Shadow Sensitivity
.
All these Attributes are described in greater detail below.
This Attribute provides the Name
of the Material as well as the Shading model
type. It also sets the Alpha
value if it is toggled on.
The Alpha
channel is additional to the RGB channels and adds a kind of transparency to the object by mixing the background and foreground colors. For example, if the Alpha
value is set to 0.5, then this would result in a 50% mix of the object and its background, providing a somewhat see-through quality.
This enables the user to set a Texture
which reflects the environment around an Object, meaning that the Object reflects the surface surrounding it (whether that be the background, another Object, or both combined.).
The two types of offset allow the beginning of the image on the provided Texture
to be "delayed" in either the x or y direction. The resulting "cut off" piece wraps around to the start of the image.
U offset (deg)
moves the image from left to right (X-axis) and V offset (deg)
moves the image from bottom to top (Y-axis).
A normal is a line perpendicular to the surface of some object. Normal mapping distorts these normals and simulates a surface with light and shadow, even if the object surface itself is flat. This is only possible with a light source. The Normal Map
sets this surface and Use Normal Map
toggles it on and off.
Color
of Base
sets the base diffuse color of the model.
Texture
takes any image to add any desired visual information.
Using Blending
, the Texture
and Color
are combined. If Blending
is set to 1 then 100% of the Texture
is displayed on the Object. If 0.5, then it displays a 50/50 ratio of Texture
and Color
.
These Attributes simulate a reflective surface. Roughness
determines how rough an object is, limiting or strengthening reflectivity.
Fresnel
encompasses the idea of the angle of incidence (the angle between the line of sight of the observer and the object being observed) influencing the perceived reflectivity of a surface. A wider angle creates less reflection and a smaller angle creates greater reflection.
Shadow sensitivity
determines the percentage of influence by the shadow. For example, a 1 would set an Object's surface to completely black. 0.5 would mean that even if the Object is in shadow, it would still have 50% of its color.