Default Glass Model
This model represents materials with a glass-like quality. It allows for selecting and editing:
- as well as adjusting
All these Attributes are described in greater detail below.
This Attribute provides the
Nameof the Material as well as the
Shading modeltype. It also sets the
Alphavalue if it is toggled on.
Alphachannel 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
Alphavalue 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
Texturewhich 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
Textureto 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 Mapsets this surface and
Use Normal Maptoggles it on and off.
Basesets the base diffuse color of the model.
Texturetakes any image to add any desired visual information.
Colorare combined. If
Blendingis set to 1 then 100% of the
Textureis displayed on the Object. If 0.5, then it displays a 50/50 ratio of
These Attributes simulate a reflective surface.
Roughnessdetermines how rough an object is, limiting or strengthening reflectivity.
Fresnelencompasses 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 sensitivitydetermines 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.