Transparent material properties
Last updated
Last updated
Created: Jan 14 2024 by manavortex Last documented update: Jan 14 2024 by manavortex
This page documents glass shaders and their properties.
For an overview of glass shaders, see Cheat sheet: Materials->
For an explanation of material properties and further links, see Material properties
To turn on material transparency, the EnableMask
property must be set to True
!
Cyberpunk's glass material, such as base\materials\glass_onesided.mt
All glass materials can consider the vertex color attribute, which you can edit directly in Blender.
Opacity | float, |
GlassTint | A texture to tint your glass. (TBD: Does it work as a mask?) |
TintColor | Glass tint as RGB (copy from e.g. |
IOR | Index of refraction as float, |
Refraction Depth | float |
FresnelBias | float, |
BlurRadius | float, |
VertexColorTint | float, |
Find a ready-to-use bottle glass .mi here.
For a glass material without view distortion and warping, use base\vehicles\common\materials\glass_windshield_tinted_black.mi
Opacity/OpacityBackFace | float, |
FrontFacesReflectionPower / BackFacesReflectionPower | float, |
TintColor/TintSurface | Surface and refraction color as RGB (copy from e.g. |
Find a ready-to use glass .mi file here
base\environment\decoration\electronics\devices\device_neokitsch\textures\device_neokitsch_glass_black.mi
base\fx\shaders\parallaxscreen.mt
ParalaxTexture | Texture that your screen should display, e.g. |
LayersSeparation | 1 |
ScanlinesIntensity | 0 |
ScanlinesDensity | 0 |
Emissive | 0 |
Roughness | 0.200000003 |
Metalness | 0 |
Find a ready-to-use example of a turned-off screen here.
There are a number of ways you can colorize your glass. GlassTint is the texture used to determine glass color. TintColor is procedural color. TintFromVertexPaint value determines how much vertex color affects the glass color. GlassTint seemingly has the highest priority, as in it will override other color parameters. Below is a test result from the process of making a glass wing.
Download the .mi file here
Parameter name | Value |
---|---|
baseMaterial |
|
TintColor | white (220, 220, 220, 0) |
IOR | 0.100000001 |
NormalStrength | 5.74905014 |
Roughness | base\materials\placeholder\black.xbm |
GlassRoughnessBias | 0 |
BlurRadius | 1 |
You can see the material in action on mana's Barong Tagalog mod, or download the .mi file from the resource repository
Property | Value | |
---|---|---|
baseMaterial |
| |
enableMask | true | |
TintColor | RGB | colours the material |
IOR | 0.300000012 | Index of refraction |
Opacity | 1 | the material's transparency will be determined by the mask texture |
NormalStrength | 2.74905014 | |
MaskTexture | texture (black/white) | black parts of the mask will not be affected by this material |
Roughness | texture (black/white) | use |
Normal | texture (normal map) |
|
GlassRoughnessBias | 0 | ??? |
MaskOpacity | 0.629999995 | 0 - 1, controls glass opacity |
BlurRadius | 0 | will blur the things behind the glass |