Settings for Glass Materials | Twinmotion Documentation

Settings for Glass Materials

A reference for the settings of the Glass materials in Twinmotion.

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The following tables describe the available settings for the Standard and Colored glass materials in the Twinmotion Library.

You can override certain values for settings. For example, the maximum value you can attain by moving the slider for the Tint > Base Color > Gamma setting is 2.0. However, you can override this by manually entering a value.

When you can override the value of a setting, it is marked by an asterisk ( * ) in the tables below.

Type

Switches between two translucency modes: Standard and Colored.

Setting

Description

Standard

The Standard glass type is a physically-based transparent material that simulates basic glazing and is mainly designed for architectural use cases. It does not display color transmittance as well as the Colored glass type, but it uses the same settings and is entirely customizable.

Colored

The Colored glass type is a physically-based transparent material that simulates tinted or colored glass, and responds accurately to lighting and shading from the scene.

Limitation: When an index of refraction value higher than 1.00 (Roughness > Index of refraction) is applied to this glass type, deformations such as scratches or bumps do not appear on the material.

Tint

Opens the Color Picker, where you can tint the Base Color texture map.

Additional settings include a user-defined Base Color texture map on which you can adjust the Gamma, Lift, Gain, and Saturation values. You can define a Tint color mask and Iridescence settings to simulate polychromatic glass.

Setting

Description

Base Color

A user-defined texture map that defines the base color and pattern of the glass material.

You can also specify the Gamma, Lift, Gain and Saturation values of the Base Color texture map.

Option

Description

Gamma

Adjusts the luminance curve (gamma values) of the Base Color texture map.

By default, the value is 1.0.

Options: 0.1 to 2.0*

RGB

Offers granular control over individual red, green, and blue channels.

Lift

Raises and lowers the dark tones of the Base Color texture map.

Changing the Lift value does not affect the Gain value.

By default, the value is 0.0.

Options: -1.0* to 1.0

RGB

Offers granular control over individual red, green, and blue channels.

Gain

Adjusts the bright tones of the Base Color texture map.

Changing the Gain value does not affect the Lift value.

By default, the value is 1.0.

Options: 0.0 to 2.0*

RGB

Offers granular control over individual red, green, and blue channels.

Saturation

Defines the color intensity of the Base Color texture map.

By default, the value is 1.0.

Options: 0.0 to 2.0*

Tint color mask

A user-defined texture map that defines which region of the Base color map you can tint. It is a black and white texture map, where white is the mask.

Option

Description

Invert

Inverts the black and white values of the Tint color mask.

Options: On, Off

Iridescence

Enables or disables Iridescence, which you can use to simulate polychromatic glass. Iridescence is defined based on the Gradient texture map.

Options: On, Off

Option

Description

Intensity

Increases the intensity of the iridescence.

By default, the value is 50%.

Options: 0 to 100%

Iridescence intensity (Click image to expand.)

Type

Switches between ten (10) different types of predefined Gradient texture maps.

Gradient map

By default, several Gradient texture maps are provided, but you can add your own. If you add your own, use a symmetrical reflected / mirror gradient as shown below to ensure that the polychromatic glass renders correctly.

iridescence-gradient-map.png

Stretch

Adjusts the region of the gradient to display in percentage.

By default, the value is 0%.

Options:

  • 0%: Shows the full gradient range.

  • 25%: Shows one half of the gradient range.

  • 50%: Shows only one color of the gradient.

  • 75%: Show the other half of the gradient range.

  • 100%: Shows the full gradient range but inverts the direction.

Iridescence stretch (Click image to expand.)

Phase

Offsets the selected gradient region.

By default, the value is 0.00.

Options: -1.00 to 1.00

Iridescence phase (Click image to expand.)

Fall off

Adjusts the distribution of the gradient on the surface.

By default, the value is 1.00.

Options: 0.00 to 2.00

Iridescence fall off (Click image to expand.)

Opacity

Defines the translucency or amount of light that passes through the material. You can use a custom Opacity mask, and you can adjust the opacity of the Fresnel mask. Opaque glass materials, such as Mirror and Lacquered glass, do not use the Opacity setting.

By default, opacity is set to 50%.

Options: 0 to 100%

Setting

Description

Use mask

Enables or disables the opacity mask.

Options: On, Off

Option

Description

Use opacity map

Defines whether the Opacity texture map is enabled or disabled.

By default, the Opacity texture map is disabled.

Options: On, Off

Opacity map

A user-defined texture map that defines the opacity of the glass. It is a grayscale image, where the light and dark tones show or hide degrees of opacity.

Invert

Inverts the black and white values of the Opacity texture map.

Options: On, Off

Fresnel opacity

Determines how much the Fresnel mask affects the opacity of the glass.

By default, the value is 1.00.

Options: 0.00 to 1.00

Roughness

Defines how light is scattered on surfaces. You can use a custom Roughness texture map, and you can invert the colors in the texture map. You can adjust the amount of specular reflection and the Index of refraction value.

By default, Roughness is set to 0%.

Options: 0 to 100%

When increasing Roughness to simulate frosted glass, for more realistic results the Index of refraction should also be increased to adjust the frost effect.

The blur effect on frosted glass increases or decreases depending on the distance between the frosted glass surface and any objects visible behind the surface. The farther away an object is from a frosted glass surface, the blurrier the object appears.

Roughness intensity (Click image to expand.)

Objects farther away from frosted glass becoming blurrier (Click image to expand.)

Setting

Description

Roughness map

A user-defined texture map that is used to simulate the roughness or smoothness of a material. It is a grayscale image, where white represents full roughness and black represents high gloss.

Invert

Reverts the black and white values of the texture map.

Options: On, Off

Specular

Adjust the amount of specular contribution.

Index of refraction

Specifies the index of refraction value used for opacity, which controls the amount of distortion visible behind glass material.

By default, the value is 1.00 and has no effect.

Options: 1.00 to 2.00

Settings

This section includes additional settings for the Glass materials. You can adjust the scale, rotation, and horizontal movement of the Base Color map. You can use and invert custom Normal and Metalness texture maps, and you can adjust the intensity of these texture maps. You can enable and adjust settings to simulate fingerprints and dust, as well as advanced settings such as X-ray materials, two-sided materials, weather, and sound.

Setting

Description

Scale

Reduces or increases the scale of the pattern on the Base Color texture map.

By default, the value is 1.00.

Options: 0.10* to 10.00*

Option

Description

Rotation

Adjusts the orientation of the Base Color texture map by degrees.

By default, the value is 0°.

Options: 0° to 359°

Axes

Stretches and moves the Base Color map horizontally and vertically

Option

Description

Stretch on X

Stretches the Base Color texture map horizontally.

By default, the value is 1.00.

Options: 0.10* to 10.00*

Stretch on Y

Stretches the Base Color texture map vertically.

By default, the value is 1.00.

Options: 0.10* to 10.00*

Move X

Moves the position of the Base Color texture map vertically.

By default, the value is 0.00.

Options: -1.00 to 1.00

Move Y

Moves the position of the Base Color texture map vertically.

By default, the value is 0.00.

Options: -1.00 to 1.00

Speed

Adds movement to the Base Color texture map.

Option

Description

Speed X

Controls the horizontal movement, if any, of the Base Color texture map.

By default there is no movement, and the value is 0.00.

Options: 0.00 to 10.00

Speed Y

Controls the vertical movement, if any, of the Base Color texture map.

By default there is no movement, and the value is 0.00.

Options: 0.00 to 10.00

Normal

Defines the intensity of the Normal texture map.

By default, the value is 0%.

Options: 0 to 100%

Normal texture map intensity (Click image to expand.)

Option

Description

Texture

A user-defined texture map that provides surface details and creates the illusion of depth by simulating bumps, scratches, and imperfections.

Invert

Changes how the texture map is interpreted when rendered.

By default, the DirectX format is used.

Options: On (OpenGL), Off (DirectX)

Metalness

Defines the degree to which the Metallic texture map has an effect.

By default, the value is 0%.

Options: 0 to 100%

Option

Description

Texture

A user-defined texture map that is used to simulate materials that have metallic properties. It is a grayscale image where the white parts represent full metal (100%) and the black parts represent non-metal.

Invert

Inverts the black and white values of the Metallic texture map.

Options: On, Off

Imperfections

Enables or disables fingerprints and dust particles, which you can use to simulate dirty glass.

By default, this setting is disabled.

Options: On, Off

Option

Description

Finger prints amount

Adjusts the amount of fingerprints on the surface.

By default, the value is 100%.

Options: 0 to 100%

Finger prints scale

Adjusts the size of the fingerprints.

By default, the value is 0%.

Options: 0 to 100%

Dust amount

Adjusts the amount of dust particles on the surface.

By default, the value is 100%.

Options: 0 to 100%

Dust scale

Adjusts the size of the dust particles.

By default, the value is 0%.

Options: 0 to 100%

Advanced Settings

Contains the X-ray, Two-sided, Weather, and Sound advanced settings.

Option

Description

X-ray

Enables or disables the x-ray material. When enabled, an x-ray material is displayed on top of the glass material.

By default, the setting is disabled.

Options: On, Off

Option

Description

Opacity

Adjusts the opacity of the x-ray material.

By default, the value is 50%.

Options: 0 to 100%

Falloff

Adjusts the opacity on the grazing angle of the surface.

By default, the value is 0.7.

Options: 0.0 to 1.0

X-ray color

Opens the Color Picker, where you can define the color of the x-ray material.

Two-sided

Defines whether the glass material is two-sided. You can only enable this setting when the X-ray setting is disabled.

By default, the setting is disabled.

Options: On, Off

Weather

Defines whether or not weather settings, such as rain or snow, have an effect on the material.

By default, the setting is enabled.

Options: On, Off

Sound

Defines the type of footstep sound that is heard when you navigate a scene in Pedestrian mode.

Options: Carpet, Concrete, Glass, Grass, Gravel, Ground, Metal, Snow, Water, Wood

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