Glass¶
MM_KurinAssetGlass_01a: translucent glass for windows, bottles and glass panels, with real geometry visible behind it. Fresnel opacity, refraction, dirt layers, cracks and Weather.
Setup¶
- Master is Translucent (already set).
- Make an instance, put it on the glass mesh.
- Clean glass: turn off Use Base Color Map? and Use NNMR Map?, set Roughness Offset 0.02–0.08.
- Opacity Min / Max = transparency looking straight at the glass / at grazing angles.
- Dirt and cracks use UV0: for the edge grime the glass UVs should fill 0..1.
Base groups¶
| Group | Key parameters | Tip |
|---|---|---|
| 01 Textures | Use Base Color Map?, Use NNMR Map?, Mask Map, Tiling | Both maps off = clean glass, no texture cost |
| 02 Base Color | Base Color Tint, Base Color Brightness | Glass colour |
| 03 Surface | Roughness Offset, Normal Intensity, Specular | Clean glass roughness 0.02–0.08 |
| Opacity | Opacity Min, Opacity Max, Use Glass Mask? + Glass Mask Channel | Glass Mask = Mask Map marks dirty or opaque areas |
| Refraction | Refraction | How much the glass bends what is behind it |
Add-ons¶
| Add-on | Switch / key parameters | What it gives | Cost |
|---|---|---|---|
| Glass Dirt | Use Glass Dirt Layers?, Contour Width, Fill Map, Fill Channel, Contour Patchiness | Edge grime band (from the UV border, no texture) + tiled surface film, each with own colour / opacity / roughness | - |
| Random Offset | Use Random Offset? | A row of identical windows gets different smudges | - |
| Exposure Compensation | Use Exposure Compensation?, Exposure Compensation Strength | Grime stays readable in shade and interiors | - |
| Condensation | Use Condensation? (group Weather Condensation), Condensation Amount, Condensation Patch Size, Condensation Wipe | Fogged glass made of water beads; running rain wipes clear paths | 2 lookups |
| Glass Cracks | Use Glass Cracks?, Cracks Map, Cracks Impact UV, Cracks Size, Cracks Holes | Cracked glass with tilted shards, visible glass edge and holes | 2 lookups |
| Weather | Use Weather? | Wet glass, drops, streaks, see Weather | - |
Each add-on has its own switch; off = no cost.
Tips¶
- Edge grime without nice UVs: turn on Contour From Mask Map? and paint it in the Mask Map (channel = Contour Mask Channel, default G).
- Dirt debug: Glass Dirt Debug? + Glass Dirt Debug Mode (0 = Contour red + Fill green, 1 = Contour, 2 = Fill, 3 = total). Turn it off when done.
- Exposure Compensation Strength: start with 0.02–0.04.
- Condensation: needs Use Weather?. Condensation Amount 0 = clear, 1 = fully fogged; Condensation Opacity (0.85) = how dense the fog is. In UE 5.2 the fog whitens the glass, it does not blur.
- Cracks textures: T_KurinGlassCracks_01a with Cracks Shard Map _01a_S. Import BC7, sRGB off; always swap both maps together.
- Cracks placement: Cracks Impact UV + Cracks Size place the cracked circle in UV0. Cracked all over: 02a with 02a_S, Cracks Circle 0, Cracks Size = tile size.
- Cracks Holes: hole radius around the impact, 0 = none, 1 = the whole glass. Cracks Thickness shows the glass edge along the cracks.
- Fake room behind a window: use Interior instead.
Performance¶
Clean glass with both texture maps off has no texture cost. Condensation and Glass Cracks add 2 texture lookups each.