glass
How the glass in this object's model looks (its see-through materials: windows, windscreens, bottles, lenses): rain beads and running drops, condensation, frost growing from the edges (lower it over time to thaw), smudges, fingerprints, dust, old-glass waviness, and overrides of how strongly it bends light (ior), its thickness and its colour by thickness. Glass refracts what's behind it, reflects the room and sky (Fresnel: a mirror at grazing angles) and tints its shadow. Only what differs from the defaults is written: glass { rain 0.6 streaks 0.4 }.
In scene text
glass { rain 1 streaks 1 weather true }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 21
| Field | Type | Unit / range | What it does |
|---|---|---|---|
rain | number | 0 … 1 | Beading rain drops sitting on the glass (each a tiny lens). |
streaks | number | 0 … 1 | Drops running down and the wet trails they leave. |
weather | true / false | — | Also wet by the scene's rain (camera_look rain): outdoor glass. |
condensation | number | 0 … 1 | Fog of fine droplets (cold window, steamy mirror); running drops wipe lines through it. |
frost | number | 0 … 1 | Ice ferns growing in from the edges (1 covers the pane); lower it over time to thaw. |
smudges | number | 0 … 1 | Greasy smears that catch the light. |
fingerprints | number | 0 … 1 | Fingerprints (bottles, screens, doors). |
dirt | number | 0 … 1 | Dust film settled on the glass. |
waviness | number | 0 … 1 | Old hand-made glass: what's behind wobbles. |
clarity | number | 0 … 1 | Share of light let through (0 keeps the material's transmission): 0.97 neutral clear glass. |
ior | number | 0 … 3 | Index of refraction (0 keeps the material's): 1.5 glass, 1.33 water. |
thickness | number | m, -1 … 10 | Thickness (-1 keeps the material's): 0 thin pane, 0.004 bottle wall, 0.05+ lens. |
refraction | number | -1 … 4 | Bending: -1 automatic (thin walls 0.3, solid optical glass 1), 1 physical, 0 none. Explicit values override the default. |
dispersion | number | 0 … 1 | Colours splitting at thick glass and drops (rainbow edges in prisms and lenses; 0.3 crown glass). |
absorption | colour (r, g, b) | — | The colour light turns after absorption_distance metres in the glass (green bottle glass). |
absorption_distance | number | m, 0 … 100 | With absorption: metres for light to turn that colour (0 keeps the material's). |
seed | number | 0 … 100000 | Variation: another pattern of drops, prints and frost. |
live | true / false | — | Live drops: rain simulated on the glass (lands, merges, runs down or blows back with the airflow, leaves trails). Off: a fixed pattern. |
airflow | number | 0 … 3 | How exposed the glass is to the airflow when the object moves (1 open air, 0 sheltered). |
airspeed | number | m/s, -1 … 400 | Air speed over the glass for staging (-1 measures the object's own motion and the wind; 150 = 300 kt). |
drop_size | number | 0.25 … 4 | Size of the drops the rain leaves (1 natural beads 1-4 mm across; 0.5 drizzle, 2 storm drops). |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us