Glass Model
This model represents materials with a glass-like quality. It allows for selecting and editing:
Environment Mapping
Normal Mapping
Base Texture
,Color
, andBlending
Reflection Color
,Roughness
, andFresnel
as well as adjusting
Shadow Sensitivity
.
All these Attributes are described in greater detail below.
Attributes
Material
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.
Environment Map
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.).
Initially, there is only the Attribute Overwrite Env.
which is toggled off by default. If it is toggled on, all of the other Attributes are revealed.
Environment Map
is the desired Texture to be used (a equirectangular or cubemap Texture of type PNG, JPG, EXR, or HDR).
Tint
provides the color of the tint. The Texture’s RGB channels (not alpha) are then multiplied by the chosen tint.
Exposure
determines how bright the Texture should be with a value from 0 to infinity.
Rotation
sets the beginning of the image of the provided Texture
to be "delayed" in the x or direction, moving it from left to right. The resulting "cut off" piece wraps around to the start of the image. Its range is from 0 degrees to 360 degrees.
Tilt
sets the beginning of the image of the provided Texture
to be "delayed" in the y or direction, moving it from bottom to top. The resulting "cut off" piece wraps around to the start of the image. Its range is from -90 degrees to 90 degrees.
Projection Height
is where the ‘point of visualization’ starts. If set to 50%, this would be halfway from the bottom of the image and it would display upwards from there. To see a visual example of this, please refer to the video linked here.
Normals
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.
Base
Color
of Base
sets the base diffuse color of the model.
Albedo Map
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
.
Reflection
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.
Tweak
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.
Property Names
It is possible to hover over each Attribute and access their property names to be used in code or Nodes. A complete list of these names is as follows:
Use Alpha
: use_alphaAlpha
: alphaOverwrite Env.
: env_overwriteEnvironment Map
: environment_mapTint
: env_tintExposure
: env_exposureRotation
: env_rotateTilt
: env_tiltProjection Height
: env_projection_heightUse Normal Map
: use_normal_mapNormal Map
: normal_mapAlbedo Map
: albedo_mapColor
(Base): albedo_colorBlending
: albedo_map_blendingColor
(Reflection): reflection_colorRoughness
: reflection_roughnessFresnel
: reflection_fresnelShadow Sensitivity
: shadow_sensitivity
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