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

glass_color

color

1.0, 1.0, 1.0

Glass Color Texture

glass_color_texture

asset

Glass Color Texture Color Space

Volume Absorption Scale

depth

float

0.001

Glass Color

The color or tint of the glass.

../_images/OmniGlass_Color1.png
../_images/OmniGlass_Color2.png

Glass Color Texture

Accepts a texture file to define color values.

../_images/OmniGlass_ColorTx.png

Glass Color Texture Color Space

Volume Absorption Scale

Controls how much light is absorbed through the surface.

../_images/OmniGlass_AbsScale50.png
../_images/OmniGlass_AbsScale100.png
../_images/OmniGlass_AbsScale500.png
Roughness
Parameters

Display Name

Name

Type

Default

Glass Roughness

frosting_roughness

float

0.0

Roughness Texture Influence

roughness_texture_influence

float

1.0

Roughness Texture

roughness_texture

asset

Roughness Texture Color Space

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

../_images/OmniGlass_Color1.png
../_images/OmniGlass_Roughness.25.png
../_images/OmniGlass_Roughness.5.png

Roughness Texture Influence

Mixes the Roughness Map power over the Roughness value.

The range is as follows: * 0 = Roughness Value * 1 = Roughness Map

../_images/OmniGlass_Color1.png
../_images/OmniGlass_RoughnessTxInfluence.5.png
../_images/OmniGlass_RoughnessTx.png

Roughness Texture

Accepts a texture file to define roughness values.

../_images/OmniGlass_RoughnessTx.png

Roughness Texture Color Space

Refraction
Parameters

Display Name

Name

Type

Default

Glass IOR

glass_ior

float

1.491

Thin Walled

thin_walled

bool

false

Glass IOR

Incidence of Refraction controls how much the light is “bent” when passing through a surface.

../_images/OmniGlass_IOR1.png
../_images/OmniGlass_IOR2.png
../_images/OmniGlass_Color1.png

Thin Walled

Toggles thin glass adjustments on and off.

../_images/OmniGlass_ThinWalled1.png

Thin Walled: true#

Reflection
Parameters

Display Name

Name

Type

Default

Reflection Color Texture

reflection_color_texture

asset

Reflection Color Texture Color Space

Reflection Color

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.

../_images/OmniGlass_ReflectionColorTx.png

Reflection Color Texture Color Space

Reflection Color

The reflected color of the glass.

../_images/OmniGlass_ReflectionColor.png

Reflection Color: 0.08, 0.38, 0.8#

Normal
Parameters

Display Name

Name

Type

Default

Normal Map Texture

normalmap_texture

asset

Normal Map Texture Color Space

Normal Map Strength

bump_factor

float

1.0

Normal Map Flip U Tangent

flip_tangent_u

bool

false

Normal Map Flip V Tangent

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.

../_images/OmniGlass_Color1.png
../_images/OmniGlass_NormalMapTx1.png

Normal Map Texture Color Space

OmniGlass Normal Map Strength

Adjusts intensity of the normal map.

../_images/OmniGlass_Color1.png
../_images/OmniGlass_NormalMapTx.3.png
../_images/OmniGlass_NormalMapTx1.png

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.

../_images/DX_Normal.png
../_images/OpenGL_Normal.png
../_images/OmniGlass_DX.png

Normal Map Flip U Tangent: false#

Normal Map Flip V Tangent: trie

../_images/OmniGlass_OpenGL.png

Normal Map Flip U Tangent: false#

Normal Map Flip V Tangent: false

Opacity
Parameters

Display Name

Name

Type

Default

Enable Opacity

enable_opacity

bool

false

Opacity Amount

opacity_constant

float

1.0

Opacity Map

opacity_texture

asset

Opacity Map Color Space

Opacity Map Mono Source

opacity_mode

enum

mono_average

Opacity Threshold

opacity_threshold

float

0.0

OmniGlass Enable Opacity

Enable overall opacity.

../_images/OmniGlass_Opac.5.png
../_images/OmniGlass_Color1.png

OmniGlass Opacity Amount

Opacity value of material. Works in conjunction with Opacity Threshold and Fractional Cutout Opacity.

../_images/OmniGlass_Color1.png
../_images/OmniGlass_Opac.5.png
../_images/OmniGlass_Opac.1.png

OmniGlass Opacity Map

Allows mapping of opacity to a texture file.

../_images/OmniGlass_OpacityMap.png

Enable Opacity: true#

Glass Roughness: 0.5

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.

../_images/OmniGlass_OpacityTh0.png
../_images/OmniGlass_OpacityTh.8.png
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

Enable Project UVW Coordinates

project_uvw

bool

false

Enable World Space

world_or_object

bool

false

UV Space Index

uv_space_index

int

0

Texture Translate

texture_translate

float2

0.0, 0.0

Texture Rotate

texture_rotate

float

0.0

Texture Scale

texture_scale

float2

1.0, 1.0

Detail Texture Translate

detail_texture_translate

float2

0.0, 0.0

Detail Texture Rotate

detail_texture_rotate

float

0.0

Detail Texture Scale

detail_texture_scale

float2

1.0, 1.0

OmniPBR Enable Project UVW Coordinates

Enables Projection.

../_images/OmniPBR_EnableProjUVW0.png
../_images/OmniPBR_EnableProjUVW1.png

OmniPBR Enable World Space

Toggles World or Object based projection.

../_images/OmniPBR_EnableWS1.png
../_images/OmniPBR_EnableProjUVW1.png

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.

../_images/OmniPBR_EnableProjUVW0.png
../_images/OmniPBR_UVSet1.png
../_images/OmniPBR_UVSet2.png

OmniPBR Texture Translate

Adjusts the position of the material.

../_images/OmniPBR_EnableProjUVW0.png
../_images/OmniPBR_UVTranslate.png

OmniPBR Texture Rotate

Adjusts the orientation of the material.

../_images/OmniPBR_EnableProjUVW0.png
../_images/OmniPBR_UVRotate100.png

OmniPBR Texture Scale

Adjusts the scale of the material.

../_images/OmniPBR_EnableProjUVW0.png
../_images/OmniPBR_UVScale.png

OmniPBR Detail Texture Translate

Adjusts detail texture offset.

OmniPBR Detail Texture Rotate

Adjusts detail texture rotation.

OmniPBR Detail Texture Scale

Adjusts detail texture scale.