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Interior

MM_KurinInterior_01a: window glass with fake rooms behind it, the TLOU look. Every pane shows its own room with real parallax, plus optional blinds or curtains, cracks with holes and grime, all random per pane. No interior geometry needed; opaque, works with Nanite.

Setup

  1. Give the window glass its own material slot. Frames and walls keep MM_KurinAsset_01a.
  2. Unwrap the glass to UV1: each pane = one 0–1 UV shell.
  3. Move each pane's shell by whole tiles (0 → 1, 2, 3 ... in U or V): every pane gets its own random room, blinds, cracks and grime.
  4. Keep UV1 shells turned the same way as UV0 (no rotation, no mirroring), or the room tilts.
  5. Make an instance, set Interior Cubemap and Interior Window Aspect (pane width / height, 2 m × 1 m = 2). Out of the box only the room and the glass are on.

Base groups

Group Key parameters Tip
01 Interior Interior Cubemap, Interior Room Depth, Interior Window Aspect, Interior Brightness Room Depth 1 = cube room, 2 = twice as deep. Brightness 2–5 at night
02 Glass Glass Color, Glass Roughness, Glass Opacity, Glass Tint Roughness 0.02–0.08. Opacity 0 = clear, 0.3–0.6 = frosted / very dirty, 1 = opaque

Add-ons

Add-on Switch / key parameters What it gives Cost
Interior Variation Use Interior Variation?, Interior Lights Off Chance, Interior Tint B Per pane: mirrored room, brightness, lights off, light colour -
Interior Curtains Use Interior Curtains?, Interior Curtain Map, Interior Curtain Chance, Interior Curtain Opens Sideways? Blinds (from the top) or curtains (to the sides) in a share of the panes +1, only in those panes
Glass Cracks Use Glass Cracks?, Cracks Map, Cracks Shard Map, Cracks Chance, Cracks Holes Cracked panes, tilted shards, milky lines, holes into the room +1, only in cracked panes
Glass Dirt Use Glass Dirt?, Glass Dirt Map, Glass Dirt Amount, Glass Dirt Variation Grime on the glass, random amount per pane +1, only where grime shows
Weather Use Weather? Wet panes, drops, streaks, see Weather -

Each add-on has its own switch; off = no cost.

Tips

  • Glass already 0–1 per pane in UV0: tick Interior Uses UV0?. One long strip window on one shell: Interior Rooms X / Y split it into panes.
  • Cubemap orientation: +X = back wall, Z = up; Interior Cube Rotation turns it in 90° steps. Placeholder: T_KurinInteriorRoom_01a.
  • Making a room cubemap: Scene Capture Cube in the room centre facing +X, Cube Render Target 512 per face, right click > Create Static Texture, compression Default (LDR). A long-lat .hdr imports as a TextureCube too.
  • Frosted glass: Glass Opacity 0.3–0.6, light grey Glass Color, Glass Roughness 0.3–0.5.
  • Need real geometry behind the glass: use Glass instead; this master only shows the cubemap room.
  • Curtains: off = blinds (T_KurinInteriorBlinds_01a), Interior Curtain Opens Sideways? on = curtains (T_KurinInteriorCurtain_01a). Top of the texture = top of the pane.
  • Cracks textures: T_KurinGlassCracks_01a with Cracks Shard Map _01a_S (round star, Cracks Circle 1), or 02a with 02a_S (cracks all over, Cracks Circle 0). Import BC7, sRGB off; always swap both maps together.
  • Cracks Holes: 0 = none, 0.15 = small hole, 1 = the whole pane.
  • Interior Seed: reshuffles every random choice (rooms, blinds, cracks, grime).
  • Weather on windows: Wet + Drops is usually enough; Streaks are the most expensive part.

Performance

Room only is about 140 pixel instructions close up, 75–95 beyond Interior LOD Distance (room turns into a flat back wall), 1 cubemap lookup. Material Quality Low: flat back wall, no curtains, cracks or grime; Medium: no cracks.