Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces

Geometry

PrimitiveMeshImage PlaneExtrude3D GraphReflectorKinect MeshMergeNullCopy GeometryRealizeSwitch (Surface)

Materials

MaterialGlass MaterialBlend MaterialsMapping

Deformers

Transform DeformerNoise DisplaceTexture DisplaceCurl NoiseTurbulence3D PlasmaTwistBendTaperShearWave / RippleRipple (Expanding)SineOcean WaveInflateSpherifyBulgeFlatten (Plain)PushQuantizeDistortion / GlitchBevelMirrorSliceCullColor RampParticle DeformerAudio (FFT)InfectionIsland ClonerCloth Deformer

Physics

Force Affector

Topology

SubdivideSmoothDecimateRemeshBooleanClose HolesExtrude FacesSeparate FacesWireframeFlip Polygons

Lighting

LightSpotlightDirectional LightArea LightEnvironment

Camera

CameraMulticamUV Camera
3D PreviewperformMODE
3D & SimulationSurface Operators

Glass Material

Physically based transmission with refraction, dispersion, absorption, and clearcoat.

The Glass Material node makes geometry transparent and refractive. It reads correctly without an Environment node because a studio environment is applied when none is wired.

Glass Material

  • IOR, Transmission, Frost, Thickness, Aberration
  • Attenuation Color / Distance, Clearcoat
  • Found in the node graph under Surfaces → Materials
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. Glass on a sphere.

Inputs and outputs

Glass Material node

PortTypePurpose
SurfaceSurfaceGeometry flowing through.
SurfaceSurfaceGlass geometry.

Parameters

Glass Material parameters
  • Tint (default white), IOR (refraction) (1–2.333, default 1.5), Transmission (default 1).
  • Refraction Quality — Automatic (default), Full Refraction, Fast Approximation.
  • Frost (roughness) (default 0), Thickness (default 0.5), Aberration (dispersion) (0–10, default 0).
  • Attenuation Color, Attenuation Distance (0 = clear).
  • Clearcoat, Clearcoat Roughness, Specular, Normal Strength, Bump Strength, AO Strength.
  • Emissive, Emissive Intensity, Illuminate Scene (GI), GI Reach, Sides (Front default).

Every slider has a per-parameter animation bar, so it can be animated, audio driven, or MIDI mapped.

Examples

Prism — Aberration 4, IOR 1.8 on a Tetrahedron.

Troubleshooting

Glass looks like grey plastic — the render engine on the Output node is off. Turn Renderer on.

Related

Material

Opaque PBR.

Material

PBR shading for everything downstream, with texture map slots, emissive GI, rim light, and an edge-blend measure.

Blend Materials

Mixes two whole materials across a surface by a mask texture, so one mesh can wear two looks.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated