Method

A basic glass material, similar to the default material node but with default raytraced glass settings.

Glass material

BRDF

Name Description
Specular Colour The colour of specular light reflected from the material.
Specular Intensity Intensity of the specular reflections
Roughness How rough the surface of the material is.

Alpha / Transparency

Name Description
Refraction IOR Activates when raytracing is enabled on the root. How much the light is bent through a transparent surface.
Absorption Activates when raytracing is enabled on the root. This is how much light is absorbed on a transparent surface.
Absorption Colour Activates when raytracing is enabled on the root. The colour of the absorbed light on a transparent surface.

Rim Lighting

Name Description
Rim Lighting Enabled Simulates Rim Lighting on the material with respect to the camera.
Rim Lighting Use Material Colour Use the Materials Colour instead of the Rim Lighting Colour.
Rim Lighting Colour Select a colour to use for Rim Lighting. Overwritten by Material Colour with Use Material Colour Enabled.
Rim Lighting Intensity How strong the Rim Lighting is.
Rim Lighting Falloff How far the falloff for the Rim Lighting reaches.

Settings

Name Description
Casts Shadows Toggle whether the objects the material is applied to casts shadows.
Reflections Change what types of reflections will be reflected by the material.
  • Raytraced, Toggle whether Raytraced reflections will be applied to this material.
  • Voxel Cone, Toggle whether Voxel Cone lighting will be applied to this material.
  • Screen Space, Toggle whether Screen Space reflections will be applied to this material.
  • Probes, Toggle whether Probe reflections will be applied to this material.
  • Environment Mapping, Toggle whether Environment Map reflections will be applied to this material.
Back Face Cull Mode Changes which directions the face will be visible in.
  • Double Sided, Both sides of the material will be rendered to the surface.
  • Show Front Faces, Only the front side aligned with the normal will be rendered.
  • Show Back Faces, Only the back side opposite to the normal will be rendered.
Double sided Sets the material to double Sided.
Show Front Faces Sets the material to show front faces.
Show Back Faces Sets the material to show back faces.
Flip Polygons Toggles whether the polygons are flipped on the material
Wireframe Toggles whether the polygons are wireframe on the material
Flat Shade Colours Toggles whether the material colours are flat shaded

Displacement / Normals

Name Description
Normal Smoothness Change how much smoothing is done to the edges of the object.
Smoothing Angle Sets the smoothing angle of the mesh faces. The higher the smoother the result.
Normal Map Strength Change how strong the normal map effect is. Only functions if a normal map is selected in the “normal map” attribute, and the normal map mode is set to “normal mapping”.
Normal Map Mode Change how the normal map affects the material.
Normal Map – Invert Normal X Invert the normal map along the X axis.
Normal Map – Invert Normal Y Invert the normal map along the Y axis.
Normal Map – Invert Normal Z Invert the normal map along the Z axis.
Displacement How Much the displacement map affects the object.
Displacement Offset Offset amount for the displacement maps
Parallax Amount How much parallax in the displacement
Displacement – Use Polygons UVs Toggles on and off
Displacement – Fix Tessellation Seams Toggles on and off

Texture

Name Description
Colour Texture Select a source image to add a colour texture to the material.
Normal Map Select a source image to add a normal map to the material.
Specular Map Select a source image to add a specula map to the material.
Displacement Map Select an image to displace the mesh based on the luminescence values of the image. Can be used with the “Subdivision Levels” attribute in the 3D Object node.
Roughness Map Select an image to control how rough different areas of the material are, based on luminance.

UVs

Name Description
UV Scale X Scale the UV texture along the X axis.
UV Scale Y Scale the UV texture along the Y axis.
UV Offset X Offset the UV texture along the X axis.
UV Offset Y Offset the UV texture along the Y axis.
Diffuse UV Scale X Scale the Diffuse UV texture along the X axis.
Diffuse UV Scale Y Scale the Diffuse UV texture along the Y axis.
Diffuse UV Offset X Offset the Diffuse UV texture along the X axis.
Diffuse UV Offset Y Offset the Diffuse UV texture along the Y axis.
Texture Filter Mode Controls how textures used by the material are filtered – through point sampling, linear filtering or anisotrophic filtering.
Texture Wrap Mode U Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
Diffuse Texture Filter Mode Controls how textures used by the material are filtered – through point sampling, linear filtering or anisotrophic filtering.
Diffuse Texture Wrap Mode U Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
Diffuse Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
UV Remap Filtering Toggles on and off
Texture Mip Bias Sets the bias of the mip maps

Misc

Name Description
Motion Blur Velocity Scale Scale how much motion blur is affected by the objects movement.
Glow Amount Control how much the object glows.
Density How dense the material is. Used in sub-surface scattering, and glass shading.

Ray Depth

Name Description
Use Global Settings Use the settings set in a Raytracing Node over these internal settings.
Max Glossy Depth Sets the maximum number of specular bounces.
Max Refraction Depth Sets the maximum amount of refracted bounces.

Outputs

Output a material that can be used by any node with a material input.