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 |
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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 |
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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.
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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.
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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
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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 |
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Use mask |
Enables or disables the opacity mask. Options: On, Off
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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 |
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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 |
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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*
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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.)
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Metalness |
Defines the degree to which the Metallic texture map has an effect. By default, the value is 0%. Options: 0 to 100%
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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
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Advanced Settings |
Contains the X-ray, Two-sided, Weather, and Sound advanced settings.
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