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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

  1. Master is Translucent (already set).
  2. Make an instance, put it on the glass mesh.
  3. Clean glass: turn off Use Base Color Map? and Use NNMR Map?, set Roughness Offset 0.02–0.08.
  4. Opacity Min / Max = transparency looking straight at the glass / at grazing angles.
  5. 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.