Glass RT MaterialAdd a transparent glass material, requires ray tracing.
This node generates a basic glass material, similar to the default material node but with default raytraced glass settings. The output material can be applied to any node which accepts a material input, such as 3D Objects, Particle Trails, Procedural Meshing.
This material needs Ray Tracing to be enabled on the root to function.
These properties control the core behaviours of the material using Physically Based Rendering (PBR) properties from a A Bidirectional Reflectance Distribution function. Changing the properties below can make a material appear more reflective, more dirty, or add more detail to the material surface. By using textures (either through the relevant inputs, or in the texture section), each of these properties can be modulated over a surface, for more complex material effects.
|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.|
These properties control how transparent the material is. Transparency isnt always supported with some of the more advanced lighting effects, so some experimentation may be needed.
|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.|
These properties control a rim lighting effect, a Light which sits just behind the subject and adds a wrapping of liht around the mesh edges.
|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.|
These properties control the rendering settings for the material.
|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.
|Back Face Cull Mode||Changes which directions the face will be visible in.
|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|
Thes properties comntrol how the surface of the material is displaced at rendereing, using normal maps, heightmaps, or both.
|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|
These properties allow textures to modulate the surfaces. Textures connected to the maaterials relevant input properties will overwrite these textures.
|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 node.|
|Roughness Map||Select an image to control how rough different areas of the material are, based on luminance.|
These properties control how the material applies to the mesh UVs.
|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. p(banner tip). Diffuse UV set will set only update the UV’s for the diffuse or ambient occlusion textures rather than for all UVs for textures as above.|
|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|
These properties control a couple extra settings for the material which didn’t fit into other categories.
|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.|
These properties control how the material interacts with ray tracing. Raytracing must be enabled in the Root.
|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.|
These properties allow you to control how vertex colours are applied to meshes, and to other parts of the PBR pipeline.