Glass Model

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.

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.).

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).

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.

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.

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.

Last updated