Difference between revisions of "Glass Shader"

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(Added v4.4 screenshots and updated the description)
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[[Image:GlassShader_v4.4_2019-11-06.01.png|Glass Shader]] [[Image:GlassShader_v4.4_SubsurfaceTab_2019-11-06.01.png|Glass Shader on the Sub-surface tab]]
 
[[Image:GlassShader_v4.4_2019-11-06.01.png|Glass Shader]] [[Image:GlassShader_v4.4_SubsurfaceTab_2019-11-06.01.png|Glass Shader on the Sub-surface tab]]
  
The Glass Shader is similar to the Water Shader, but it simplifies the UI by removing some water-specific features and includes extra features which are commonly needed for objects made of glass or other materials with a glass-like appearance.
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The Glass Shader is similar to the [[Water Shader]], but it simplifies the UI by removing some water-specific features and it includes extra settings which are often needed for objects made of glass or other materials with a glass-like appearance.
  
The Glass Shader can render subsurface scattering (SSS) which makes it useful for a wide range of materials which have this effect. Ice, smokey glass, ceramics and skin are examples of materials which have SSS. When using SSS, the results are best when rendering with the Path Tracer.
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The Glass Shader can render subsurface scattering (SSS) which makes it useful for a wide range of materials that have this effect. Ice, smoky glass, ceramic and skin are examples of materials which have SSS. When using SSS, the results are best when rendering with [[Path Tracing]].
  
 
[[Category:Surface Shader]]
 
[[Category:Surface Shader]]

Revision as of 05:29, 7 November 2019

Glass Shader Glass Shader on the Sub-surface tab

The Glass Shader is similar to the Water Shader, but it simplifies the UI by removing some water-specific features and it includes extra settings which are often needed for objects made of glass or other materials with a glass-like appearance.

The Glass Shader can render subsurface scattering (SSS) which makes it useful for a wide range of materials that have this effect. Ice, smoky glass, ceramic and skin are examples of materials which have SSS. When using SSS, the results are best when rendering with Path Tracing.