Notch Notch Manual 0.9.23
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Glass RT Material

Glass RT Material

Add a transparent glass material, requires ray tracing.

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Method #

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.

Parameters

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.

ParameterDetails
Specular ColourThe colour of specular light reflected from the material.
Specular IntensityIntensity of the specular reflections
RoughnessHow 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.

ParameterDetails
Refraction IORActivates when raytracing is enabled on the root. How much the light is bent through a transparent surface.
AbsorptionActivates when raytracing is enabled on the root. This is how much light is absorbed on a transparent surface.
Absorption ColourActivates 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.

ParameterDetails
Rim Lighting EnabledSimulates Rim Lighting on the material with respect to the camera.
Rim Lighting Use Material ColourUse the Materials Colour instead of the Rim Lighting Colour.
Rim Lighting ColourSelect a colour to use for Rim Lighting. Overwritten by Material Colour with Use Material Colour Enabled.
Rim Lighting IntensityHow strong the Rim Lighting is.
Rim Lighting FalloffHow far the falloff for the Rim Lighting reaches.

These properties control the rendering settings for the material.

ParameterDetails
Casts ShadowsToggle whether the objects the material is applied to casts shadows.
ReflectionsChange 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 ModeChanges 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 sidedSets the material to double Sided.
Show Front FacesSets the material to show front faces.
Show Back FacesSets the material to show back faces.
Flip PolygonsToggles whether the polygons are flipped on the material
WireframeToggles whether the polygons are wireframe on the material
Flat Shade ColoursToggles 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.

ParameterDetails
Normal SmoothnessChange how much smoothing is done to the edges of the object.
Smoothing AngleSets the smoothing angle of the mesh faces. The higher the smoother the result.
Normal Map StrengthChange 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 ModeChange how the normal map affects the material.
Normal Map - Invert Normal XInvert the normal map along the X axis.
Normal Map - Invert Normal YInvert the normal map along the Y axis.
Normal Map - Invert Normal ZInvert the normal map along the Z axis.
DisplacementHow Much the displacement map affects the object.
Displacement OffsetOffset amount for the displacement maps
Parallax AmountHow much parallax in the displacement
Displacement - Use Polygons UVsToggles on and off
Displacement - Fix Tessellation SeamsToggles on and off

These properties allow textures to modulate the surfaces. Textures connected to the maaterials relevant input properties will overwrite these textures.

ParameterDetails
Colour TextureSelect a source image to add a colour texture to the material.
Normal MapSelect a source image to add a normal map to the material.
Specular MapSelect a source image to add a specula map to the material.
Displacement MapSelect an image to displace the mesh based on the luminescence values of the image. Can be used with the Subdivision Levels node.
Roughness MapSelect 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.

ParameterDetails
UV Scale XScale the UV texture along the X axis.
UV Scale YScale the UV texture along the Y axis.
UV Offset XOffset the UV texture along the X axis.
UV Offset YOffset 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 XScale the Diffuse UV texture along the X axis.
Diffuse UV Scale YScale the Diffuse UV texture along the Y axis.
Diffuse UV Offset XOffset the Diffuse UV texture along the X axis.
Diffuse UV Offset YOffset the Diffuse UV texture along the Y axis.
Texture Filter ModeControls how textures used by the material are filtered - through point sampling, linear filtering or anisotrophic filtering.
Texture Wrap Mode UControls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
Texture Wrap Mode VControls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
Diffuse Texture Filter ModeControls how textures used by the material are filtered - through point sampling, linear filtering or anisotrophic filtering.
Diffuse Texture Wrap Mode UControls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
Diffuse Texture Wrap Mode VControls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
UV Remap FilteringToggles on and off
Texture Mip BiasSets the bias of the mip maps

These properties control a couple extra settings for the material which didn’t fit into other categories.

ParameterDetails
Motion Blur Velocity ScaleScale how much motion blur is affected by the objects movement.
Glow AmountControl how much the object glows.
DensityHow 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.

ParameterDetails
Use Global SettingsUse the settings set in a Raytracing Node over these internal settings.
Max Glossy DepthSets the maximum number of specular bounces.
Max Refraction DepthSets 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.