{"id":322,"date":"2014-06-24T15:48:24","date_gmt":"2014-06-24T13:48:24","guid":{"rendered":"http:\/\/www.michalorzelek.com\/blog\/?p=322"},"modified":"2016-03-11T15:19:19","modified_gmt":"2016-03-11T14:19:19","slug":"ue4-material-glass","status":"publish","type":"post","link":"https:\/\/www.michalorzelek.com\/blog\/ue4-material-glass\/","title":{"rendered":"UE4 Material &#8211; Glass"},"content":{"rendered":"<p>I found couple posts \/ questions about glass (or window if you like) material in Unreal Engine 4, so I decided to make easy-to-use templates. Features are described below. Hope you like it.<\/p>\n<div class=\"su-custom-gallery su-custom-gallery-align-left su-custom-gallery-title-hover su-lightbox-gallery\"><div class=\"su-custom-gallery-slide\" style=\"width:620px;height:350px\"><a href=\"https:\/\/www.michalorzelek.com\/blog\/wp-content\/uploads\/2014\/06\/Glass_preview.png\" title=\"Glass_preview\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.michalorzelek.com\/blog\/wp-content\/uploads\/2014\/06\/Glass_preview-620x350.png\" alt=\"Glass_preview\" width=\"620\" height=\"350\" \/><span class=\"su-custom-gallery-title\">Glass_preview<\/span><\/a><\/div><div class=\"su-clear\"><\/div><\/div>\n<p><!--more--><\/p>\n<p>I use 2 master materials: <strong>Glass_Master <\/strong>and <strong>GlassShattered_Master<\/strong> to define various glass materials. <\/p>\n<p><strong>Glass_Master<\/strong> uses additional dirt layer (optional)<br \/>\n<br \/>\nParameters you can control:<\/p>\n<ul>\n<li><strong>Color <\/strong>\/\/ Controls glass tint\n<\/li>\n<li><strong>Opacity <\/strong>\/\/ Controls opacity\n<\/li>\n<li><strong>Refraction <\/strong>\/\/ Similar to refractive index. I don&#8217;t use physical-based values for glass (~1.490 &#8211; 1.492) since, in my opinion, it gives unrealistic results for thin surface (image was too distorted).<\/li>\n<li><strong>Roughness<\/strong> \/\/ A constant that defines how rough is the surface.\n<\/li>\n<li><strong>SpecStrength<\/strong> \/\/ Controls reflections intensity (based on Roughness value)\n<\/li>\n<li><strong>Texture tile<\/strong> \/\/ Glass\/Normal map tile\n<\/li>\n<li><strong>UseNormal <\/strong>\/\/ Must be enabled if you want to use Normal Map\n<\/li>\n<li><strong>NormalMap<\/strong><\/li>\n<li><strong>HeightRatio <\/strong>(only in GlassShattered_Master) \/\/ controls BumpOffset\n<\/li>\n<li><strong>GlassTexture <\/strong>(only in GlassShattered_Master) \/\/ It&#8217;s input for RGB texture. R channel blends with glass color, G channel controls opacity, B channel &#8211; is used for bumpOffset.\n<\/li>\n<li><strong>Dirt color<\/strong> \/\/ Color of a dirt layer\n<\/li>\n<li><strong>DirtIntensity <\/strong>\/\/ 0.0 &#8211; no dirt layer, 1.0 &#8211; maximum dirt map intensity (based on texture)\n<\/li>\n<li><strong>DirtMask<\/strong> \/\/ Texture used to create dirt. It uses only red channel\n<\/li>\n<li><strong>DirtScale <\/strong>\/\/ Controls DirtMask tilling\n<\/li>\n<\/ul>\n<p>\n<strong>GlassShattered_Master<\/strong> doesn&#8217;t have dirt layer.<br \/>\n<br \/>\nExample Material Instanced in the package:<br \/>\n&#8211; Clean<br \/>\n&#8211; Dirty<br \/>\n&#8211; Colored (blue, red, etc)<br \/>\n&#8211; Milky<br \/>\n&#8211; Shattered 1<br \/>\n&#8211; Shattered 2<\/p>\n<h4>Did you like this pack?<\/h4>\n<p><\/p>\n<p>Check out also the Advances Glass Pack <a href=\"https:\/\/www.michalorzelek.com\/blog\/advanced-glass-material-pack\/\" target=\"_blank\">(link)<\/a><br \/>\nYouTube: <a href=\"https:\/\/youtu.be\/_WgvzL3w8vk\" target=\"_blank\">(link)<\/a><\/p>\n<p><a href=\"https:\/\/www.unrealengine.com\/marketplace\/advanced-glass-material-pack\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/www.michalorzelek.com\/blog\/wp-content\/uploads\/2015\/08\/AdvancedGlassPack_03.jpg\" \/><\/a><\/p>\n<p><\/p>\n<hr>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-caret-square su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>Password for archive<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\">\n<h5>007_Glass_pass<\/h5>\n<\/div><\/div>\n<div class=\"sdm_download_button_box_default\"><div class=\"sdm_download_link\"><a href=\"https:\/\/www.michalorzelek.com\/blog\/?sdm_process_download=1&download_id=334\" class=\"sdm_download green\" title=\"UE4 Material &#8211; Glass\" >Download Now!<\/a><\/div><\/div>\n","protected":false},"excerpt":{"rendered":"<p>I found couple posts \/ questions about glass (or window if you like) material in Unreal Engine 4, so I decided to make easy-to-use templates. Features are described below. Hope you like it.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[40,16,15],"class_list":["post-322","post","type-post","status-publish","format-standard","hentry","category-free-content","tag-glass","tag-material","tag-ue4"],"_links":{"self":[{"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/posts\/322","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/comments?post=322"}],"version-history":[{"count":22,"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/posts\/322\/revisions"}],"predecessor-version":[{"id":1078,"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/posts\/322\/revisions\/1078"}],"wp:attachment":[{"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/media?parent=322"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/categories?post=322"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.michalorzelek.com\/blog\/wp-json\/wp\/v2\/tags?post=322"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}