OmniGlass#
OmniGlass is an improved physical glass model that simulates light transmission through thin walled and transmissive surfaces.
Parameters#
Color
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
glass_color |
color |
1.0, 1.0, 1.0 |
|
glass_color_texture |
asset |
||
depth |
float |
0.001 |
Glass Color
The color or tint of the glass.
Glass Color Texture
Accepts a texture file to define color values.
Glass Color Texture Color Space
Volume Absorption Scale
Controls how much light is absorbed through the surface.
Roughness
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
frosting_roughness |
float |
0.0 |
|
roughness_texture_influence |
float |
1.0 |
|
roughness_texture |
asset |
||
Glass Roughness
Defines how rough or smooth a surface appears when viewed from any angle. A value of 0 creates perfect mirror-like reflections, while higher values (up to 1) create increasingly diffuse, blurred reflections. Unlike anisotropic roughness, this property affects light scattering uniformly in all directions.
- The range is as follows:
0 = Perfectly reflective surface
1 = No reflectivity
Roughness Texture Influence
Mixes the Roughness Map power over the Roughness value.
The range is as follows: * 0 = Roughness Value * 1 = Roughness Map
Roughness Texture
Accepts a texture file to define roughness values.
Roughness Texture Color Space
Refraction
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
glass_ior |
float |
1.491 |
|
thin_walled |
bool |
false |
Glass IOR
Incidence of Refraction controls how much the light is “bent” when passing through a surface.
Thin Walled
Toggles thin glass adjustments on and off.
Reflection
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
reflection_color_texture |
asset |
||
reflection_color |
color |
1.0, 1.0, 1.0 |
Reflection Color Texture
Allows use of a texture to map the reflection color of the glass.
Reflection Color Texture Color Space
Reflection Color
The reflected color of the glass.
Normal
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
normalmap_texture |
asset |
||
bump_factor |
float |
1.0 |
|
flip_tangent_u |
bool |
false |
|
flip_tangent_v |
bool |
true |
Normal Map Texture
Allows use of a texture file for use in surface bumps. For best results use the Direct X normal format.
Normal Map Texture Color Space
OmniGlass Normal Map Strength
Adjusts intensity of the normal map.
Normal Map Flip U Tangent
Flips the U Tangent vector.
Normal Map Flip V Tangent
Flips the V Tangent vector. By Default, OmniPBR materials setup for DirectX normal maps. Set Normal Map Flip V = false for OpenGL.
Opacity
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
enable_opacity |
bool |
false |
|
opacity_constant |
float |
1.0 |
|
opacity_texture |
asset |
||
opacity_mode |
enum |
mono_average |
|
opacity_threshold |
float |
0.0 |
OmniGlass Enable Opacity
Enable overall opacity.
OmniGlass Opacity Amount
Opacity value of material. Works in conjunction with Opacity Threshold and Fractional Cutout Opacity.
OmniGlass Opacity Map
Allows mapping of opacity to a texture file.
OmniGlass Opacity Map Color Space
OmniGlass Opacity Map Mono Source
Valid Opacity Map Mono Source Values
- Specifies opacity channel or evaluation of the map for opacity.
mono_alpha : Uses the alpha channel of the image as the source for evaluation.
mono_average : Uses the average of the RGB channels as the source for evaluation.
mono_luminance : Uses the luminance of the image as the source for evaluation.
mono_maximum : Uses the max value of the RGB channels as the source for evaluation.
OmniGlass Opacity Threshold
Cutoff for determining object cutout opacity. If threshold is equal to 0, then use fractional opacity. If threshold is greater than 0, then object is opaque when opacity is greater than threshold.
UV
The following parameters are standard across most materials, and are being included here as reference.
Texture mapping controls adjust how textures are positioned, scaled and oriented across a 3D surface. These settings modify texture placement by manipulating the underlying UV coordinate system, allowing precise control over texture alignment and repetition without altering the original texture or model’s UV mapping.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
project_uvw |
bool |
false |
|
world_or_object |
bool |
false |
|
uv_space_index |
int |
0 |
|
texture_translate |
float2 |
0.0, 0.0 |
|
texture_rotate |
float |
0.0 |
|
texture_scale |
float2 |
1.0, 1.0 |
|
detail_texture_translate |
float2 |
0.0, 0.0 |
|
detail_texture_rotate |
float |
0.0 |
|
detail_texture_scale |
float2 |
1.0, 1.0 |
OmniPBR Enable Project UVW Coordinates
Enables Projection.
OmniPBR Enable World Space
Toggles World or Object based projection.
OmniPBR UV Space Index
Allows selection of alternate UV coordinate spaces to be used for mapping the material. This will only produce an effect if multiple UV sets are pre-defined on the model.
OmniPBR Texture Translate
Adjusts the position of the material.
OmniPBR Texture Rotate
Adjusts the orientation of the material.
OmniPBR Texture Scale
Adjusts the scale of the material.
OmniPBR Detail Texture Translate
Adjusts detail texture offset.
OmniPBR Detail Texture Rotate
Adjusts detail texture rotation.
OmniPBR Detail Texture Scale
Adjusts detail texture scale.